First of all, I got whomped on this contest. These were really tough questions that my teacher agreed where mid-university-level stuff. Irregardless, I got 2 out of 5 questions; which was the best score in the school. I doubt I'll make it to the provincials, but oh well. I tried, had a moderate amount of fun, and that's what counts. :)
Here I was, looking for a decent excuse to add to my game portfolio, and then I came across it. And I've got to say, I'm pretty excited! :)
Basically, the idea of TINS is to write a game in 72-hours. One weekend. At the last minute before the contest starts they'll release a few randomly-generated details about features the game needs to include, to ensure nobody uses pre-made games. The only restriction is that you must use the Allegro library (C/C++). Which is fine by me, since I have plenty of experience with it. I encourage anybody else with C/C++ experience to take a stab at this and see what they can assemble in 72 hours!
Might be worth mentioning that I'm working on all three days of the contest, but I won't let something like that deter me. :P
Star of Shadows Rewrite
I'm thinking I'll be rewriting SoS in either Java or C#. I think that the strong OOPness of either language would be very beneficial towards the structure of a console-styled RPG. Anyone have any preferences or thoughts to share on the matter?
The rewrite will get going once I have v0.04 of Skirmish out the door.
I think I fixed overkill -- a feature whereas based on how much extra damage you take upon death, your corpse is flung back in a bloody trail -- tonight, but no testers were on so I couldn't test it. :P
Also, I think I'm going to need to rework the velocity/friction system of the game, because some weird physics quirks keep on popping up. More info on that when it happens!