[For those who did the 10 day, requests for a short intro to your program will be coming shortly]
So now all of the 72 hour projects have been submitted for definite, I think it is time that I set up a seperate thread for voting for which you feel is the best. We have at 5 projects that have been entered for the programming jam, we had 2 failures (1 is declared by Jiharo, another by Captain hammer, as it seems to be an endless menu if the repo I got was correct). I have managed to get a few paragraphs off the people who have made them which talk about their game.
First of all, we have Team Jurrassic Pancake's "Creation : A story of depression, anxiety and achievement". To play the web version you can go
here and you can see the source code
here A game about finishing a major project in a short amount of time - manage your time, money, and resources, and try to make your client happy and build the best product you can. Don't get distracted!
Note: This wasn't everything we had hoped it could be - we slammed into the time limit well before we were happy with the final product. We'll continue to develop it for the rest of the week on a sister branch we'll link later, but we wanted a project done completely within the time period (not even planning or conceptual layout was done in advance), so this is what we have to show for it - incomplete, buggy, not terribly exciting, but with what we hope is a lot of potential shining through.
Second of all we have Jiharo's 'failed' Collectable card game. You can get and compile the source code from
here
About "game": there are several fixed colors that cards can be and what it does is pick several strings for types like "robots", "pirates" or "ninjas", and gives the colors and picked types sort-of traits, like "Most of Cyan cards are robots and zombies". "Most of robots have ability that weakens ninjas", that sort of things. Since nothing of the actual game was implemented, all you get by pressing "New game" is s(big number).txt file in the directory with executable with list of cards that were generated, where big number is rng seed.
Thirdly we have Sebbu's entry for a console utility for unix based shells for environmental variables. You can get and compile it from
here
This program is intended to help you manage your environment variables, so you can use softwares/libs installed in non-standard path, run a Makefile with only one line (all: the targets) + one line per target with dependencies, switch directories order in the various variables with directory lists, and save them.
It currently support (native-only, no msys/mingw except if you compile using their compiler version) sh (and forks!), so just do . "func.sh", and you'll be able to use "envmod help" to print the help of the program and the available commands.
Extension to other shells is easy, add a format to envmod.cpp, use func.sh as a skeleton, it need a method to call the program, add 2 arguments & source the written file.
Lastly, we have my moddable text based rpg game, AWOG 2, a sequel to AWOG. You can get the source code and windows + linux makefiles
here You can get a Win64 (and probably win32 as well, although not tested) version
here AWOG 2 is a rather barebones rpg game that has an emphasis on moddability of most things while keeping an aspect of Procedural generation (each monster gets a random weapon, armour and item). The current standard folder allows for 62.5 billion combinations of enemies and the engine itself can support around 180 sextillion enemies providing you use hexadecimal. You essentially kill enemies in a basic text based combat engine that the game randomly generates based on files in the data directory standard folder. You can create entirely new mods by creating a directory with all the prerequisite files in it and telling the game the name of the folder as the second command line argument(I have yet to make a modding tutorial). There is also save and load functionality on files with the checkstring at the top of the file.
At the moment it is quite buggy, and will sometimes crash given certain combinations of enemy although most of the times it works. Once I got a borked save file and that Is essentially what I have uncovered from around 2 1/2 hours of playtesting with friends.
ALSO, it is worth noting that saving IS functional.
So which do you think is the best of these? Please vote in the poll above to show your opinion. For at least mine and Jiharo's entry and have intention to compile you will at least want to have your platform's curses library installed, on windows this is pdcurses and linux ncurses-dev.
The 10 day is coming shortly provided there is more than one entrant.