Hugo Open House Comp 2012 reviews
Posted: Sun Dec 23, 2012 12:14 am
Sysop Edit! You can download all the games through this page.
Here's a thread for sharing our thoughts on games!
Personally, I haven't yet gotten around to everything, but I wanted to get the ball rolling.
Waiting by Bainespal- Paul's game is short and simple but still manages to incorporate some of the comp's suggested themes. Even despite the simple progression of events, guessing the next move did not always come easy, especially at the end. For the final move, I ended up looking at the included source, but in retrospect, it was fair and entirely guessable.
From what he said in an e-mail, he hopes his game serves as a nice example of a small, roodylib-using game, and it does that well. Of course, as the author of roodylib, I was able to tell it wasn't compiled with the most recent version of roodylib, as it didn't clear the screen after a window-resizing, but the source compiles fine with newer versions.
Not being a score-driven game, he took the opportunity to display his own text in that part of the status bar, using an interesting character sequence that goes well with the metaphorical aspect of the game.
Looking over it again, the only lasting complaint is that, given the theme of the game, the PC's description should probably not be the default, "Looking good."
That said, it's a lightweight piece, but it makes you work for its conclusion. Nice work, Paul.
C.H.U.M.S. by loafingcoyote- This one also met the themes of the comp in a really satisfying way, but I won't go into it much for fear of spoilers.
This time around, there wasn't the puzzle-heft of "The Hugo Clock"- or even "Ice Station Hippo" for that matter- but like those others, there was an entertaining premise and an interesting environment to explore. Thematically, I was almost kind of disappointed when my character didn't meet a horrific demise when he waltzed into places he had no business, but I can understand the dilemma since at least one of those places had the funniest line in the game.
The ABOUT text admits that the game is a demo or advertisement possibly of a soon-to-be-released library extension that allow Magnetic Scrolls-type support of >GO TO [room], which then takes you through every room in between you and your destination. I have to admit that it's looking pretty good (although as far as the game is concerned, I didn't even realize its usefulness- I kind of missed the part where the pump wasn't primed the first time and just wondered why it didn't work before eventually trying it again).
The game I'm about to release has a >GO TO [room] function but doesn't use it for paths like this does. I still ran into some problems that I am very curious to see how this extension gets around it. For one thing, the Hugo engine seems to always give priority to objects within the player's scope over other ones, even when you try to get around it with an 'anything' verb grammar token and extensive parse_rank manipulation. In my game, I ended up having to make fake room objects to put in the player's scope to redirect traveling to the actual rooms, but this would be unacceptable in a larger game. As far as I can tell, C.H.U.M.S. gets around this parsing issue.
I noticed that it isn't actually using MovePlayer to move the player from room to room- or at least if it does, it's doing it silently and then writing its own prose, but even though it looks good as is in C.H.U.M.S., I'd like that behavior to be more configurable in the final product- maybe one option where traveled rooms are listed as if the player were in SUPERBRIEF or BRIEF mode and maybe another mode where it just uses whatever the player is already using. Anyhow, I figure the hardest part is already done, so these options wouldn't be too hard.
I also noticed that there was an extra new line before the final destination. I would guess fixing that would just be a check to see if it is the last direction in the path array.
I also hope that there is support for stopping the "walk" using event_flag (see DoWait) and that events run and turns progress properly.
In any case, pretty exciting stuff.
The game also uses newautomap.h and randomized maps to really nice effect. In one game, I *did* come across a map error where an exit showed where it didn't exist- one that I *think* I fixed at some point. The latest version is 1.3, so if that's the one the game uses, looks like I still have a bug left to fix (big surprise there).
Oh, and walking into the locked closet door with the key made me go, 'wait, we don't automatically unlock doors?' so now that will be available in the next version of roodylib.
All in all, good fun. I hope people start noticing the entertainment this group is providing here.
Next time, I'll cover Cyberganked and Patty Flinger!
Here's a thread for sharing our thoughts on games!
Personally, I haven't yet gotten around to everything, but I wanted to get the ball rolling.
Waiting by Bainespal- Paul's game is short and simple but still manages to incorporate some of the comp's suggested themes. Even despite the simple progression of events, guessing the next move did not always come easy, especially at the end. For the final move, I ended up looking at the included source, but in retrospect, it was fair and entirely guessable.
From what he said in an e-mail, he hopes his game serves as a nice example of a small, roodylib-using game, and it does that well. Of course, as the author of roodylib, I was able to tell it wasn't compiled with the most recent version of roodylib, as it didn't clear the screen after a window-resizing, but the source compiles fine with newer versions.
Not being a score-driven game, he took the opportunity to display his own text in that part of the status bar, using an interesting character sequence that goes well with the metaphorical aspect of the game.
Looking over it again, the only lasting complaint is that, given the theme of the game, the PC's description should probably not be the default, "Looking good."
That said, it's a lightweight piece, but it makes you work for its conclusion. Nice work, Paul.
C.H.U.M.S. by loafingcoyote- This one also met the themes of the comp in a really satisfying way, but I won't go into it much for fear of spoilers.
This time around, there wasn't the puzzle-heft of "The Hugo Clock"- or even "Ice Station Hippo" for that matter- but like those others, there was an entertaining premise and an interesting environment to explore. Thematically, I was almost kind of disappointed when my character didn't meet a horrific demise when he waltzed into places he had no business, but I can understand the dilemma since at least one of those places had the funniest line in the game.
The ABOUT text admits that the game is a demo or advertisement possibly of a soon-to-be-released library extension that allow Magnetic Scrolls-type support of >GO TO [room], which then takes you through every room in between you and your destination. I have to admit that it's looking pretty good (although as far as the game is concerned, I didn't even realize its usefulness- I kind of missed the part where the pump wasn't primed the first time and just wondered why it didn't work before eventually trying it again).
The game I'm about to release has a >GO TO [room] function but doesn't use it for paths like this does. I still ran into some problems that I am very curious to see how this extension gets around it. For one thing, the Hugo engine seems to always give priority to objects within the player's scope over other ones, even when you try to get around it with an 'anything' verb grammar token and extensive parse_rank manipulation. In my game, I ended up having to make fake room objects to put in the player's scope to redirect traveling to the actual rooms, but this would be unacceptable in a larger game. As far as I can tell, C.H.U.M.S. gets around this parsing issue.
I noticed that it isn't actually using MovePlayer to move the player from room to room- or at least if it does, it's doing it silently and then writing its own prose, but even though it looks good as is in C.H.U.M.S., I'd like that behavior to be more configurable in the final product- maybe one option where traveled rooms are listed as if the player were in SUPERBRIEF or BRIEF mode and maybe another mode where it just uses whatever the player is already using. Anyhow, I figure the hardest part is already done, so these options wouldn't be too hard.
I also noticed that there was an extra new line before the final destination. I would guess fixing that would just be a check to see if it is the last direction in the path array.
I also hope that there is support for stopping the "walk" using event_flag (see DoWait) and that events run and turns progress properly.
In any case, pretty exciting stuff.
The game also uses newautomap.h and randomized maps to really nice effect. In one game, I *did* come across a map error where an exit showed where it didn't exist- one that I *think* I fixed at some point. The latest version is 1.3, so if that's the one the game uses, looks like I still have a bug left to fix (big surprise there).
Oh, and walking into the locked closet door with the key made me go, 'wait, we don't automatically unlock doors?' so now that will be available in the next version of roodylib.
All in all, good fun. I hope people start noticing the entertainment this group is providing here.
Next time, I'll cover Cyberganked and Patty Flinger!