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“Gw0rp” Developer Diary by Stephen Johnson (diordna)
Posted: 13 March 2009 10:25 PM   [ Ignore ]   [ # 1 ]
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I just finished reading all my feedback. It’s generally slightly better than I expected, and I already knew about all the negative stuff. If you read my postmortem, you’ll see that I have plans to fix the issues that people brought up.

uDG is over, but you will see gw0rp again. I might re-title it, though. The l33tsp33k never really caught on. People keep pronouncing vn4n as “vee enn four enn” instead of “vnan.”

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Posted: 08 March 2009 10:47 PM   [ Ignore ]   [ # 2 ]
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Glaring omission fix!

I just realized that there is one level in Mission 4 that is totally opaque as to what you are supposed to do. I just fixed that with the latest build. Sorry if you played that far and got confused!

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Posted: 08 March 2009 08:05 PM   [ Ignore ]   [ # 3 ]
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New Build Up

I just put up a new build that skips most of mission 2, guides you through mission 3 a bit more to compensate for the lost instructions, and makes the mission-critical bomb in mission 3 indestructible. Enjoy!

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Posted: 08 March 2009 02:31 PM   [ Ignore ]   [ # 4 ]
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New Build Coming

I am going to remove 70% of level 2, so if you haven’t rated gw0rp yet, please wait for the new build tonight or tomorrow to do so.

Edit: It’s up. Please alert me to plot discontinuities.

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Posted: 08 March 2009 01:39 PM   [ Ignore ]   [ # 5 ]
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Postmortem Up

Read the draft here.

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Posted: 05 March 2009 06:51 PM   [ Ignore ]   [ # 6 ]
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Minor bug fix

One of the areas of mission 2 was causing issues on older Macbooks. I fixed it. That level looks a bit blurry now, but oh well.

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Posted: 05 March 2009 10:40 AM   [ Ignore ]   [ # 7 ]
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I just posted the music to gw0rp’s temporary web site. If you want to vote for music but don’t feel like playing the whole game, please go to this page and listen to a few tracks.

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Posted: 04 March 2009 11:11 AM   [ Ignore ]   [ # 8 ]
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New Build: Bug Fixes

-Matt’s collision bug shown in the screenshot should be partially fixed
-Najdorf’s collision bug should be fixed
-Elevators play elevator sounds
-Elevators no longer preserve your velocity on the other side

I will be posting gw0rp’s music online soon.

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Posted: 03 March 2009 11:41 AM   [ Ignore ]   [ # 9 ]
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IT LIIIIIVES! (on 10.3)

After almost two hours of fighting with Python configuration bull, I finally managed to get py2app to build a package with Python included. It’s 10 MB bigger, but it should run on OS X 10.3!

Also, level 2 is less annoying now. Trust me, 3 and 4 are better.

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Posted: 02 March 2009 07:55 PM   [ Ignore ]   [ # 10 ]
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Bug Fix

Psyco was segfaulting during the fourth level because I had some infinite loops. Those are fixed. Also, the last level now restarts if you kill the brain.

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Posted: 02 March 2009 06:44 PM   [ Ignore ]   [ # 11 ]
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Done.

All five (well, four point one) missions are in, and the latest build is uploaded. Theoretically, there are no crashes, since I just played the entire game to make sure. Most of the planned features made it in, and there are 32 individual game areas that we laboriously crafted. Enjoy!

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Posted: 02 March 2009 03:18 PM   [ Ignore ]   [ # 12 ]
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Gw0rp is now uDG-compliant! Just one teensy little level to go.

Right now, I am particularly concerned about audio levels. If certain sounds or music tracks are too loud or too soft, please tell me.

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Posted: 02 March 2009 02:42 PM   [ Ignore ]   [ # 13 ]
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Bug fix

Before this build, certain graphics cards, integrated ones in particular, would not draw the backgrounds of levels 2e or 3f. I fixed that problem by scaling those backgrounds down by half and scaling them up again in the game, hard-coded style.

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Posted: 02 March 2009 01:45 PM   [ Ignore ]   [ # 14 ]
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Mission 4 finished. Must go to class.

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Posted: 02 March 2009 09:07 AM   [ Ignore ]   [ # 15 ]
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Looks like today is a race to go to class, take an exam, finish mission 4, and wave away mission 5 in a puff of dialogue.

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