Author Topic: Murky Number 7DRL [2017][FAILED]  (Read 6976 times)

noonemustknowmysecret

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Murky Number 7DRL [2017][FAILED]
« on: March 04, 2017, 05:08:28 AM »
A stealthy roguelike following along the story of Murky Number 7.

In 2015 I didn't really have a week to dedicate to anything, so I tried the idea of working on something for 168 hours over the course of a year.   That didn't work at all.   And I think it's time to admit that no one is going to compile your code just to play a little game. It's time to get with the times and publish to the web. Going to sink my teeth into emscripten and... what?  HTML5?
« Last Edit: March 11, 2017, 12:15:54 AM by noonemustknowmysecret »

noonemustknowmysecret

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Re: Murky Number 7DRL [2017]
« Reply #1 on: March 05, 2017, 07:50:48 AM »
Oh man, setting up emscripten is a major bear.

Finally got hello world to compile to javascript. My code base uses libtcod, which doesn't link. I need to make llvm bitcode for it.  But it uses zlilb, and the rabbit hole keeps going.

Sleep first.

Does this even count towards the 7 days?

noonemustknowmysecret

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Re: Murky Number 7DRL [2017]
« Reply #2 on: March 06, 2017, 07:54:28 AM »
Oh man, I burned through the entire weekend wrassling with emscripten. 

It is not simple.

And there are porting issues.   I got LibTCOD to build up for emscripten up to the point it needed x11 and then I called it quits.  I'm on the fence about what to do about that. Either I could pull something else for pathfinding or more likely do it myself... and probably straight SDL for the display and keyboard interface (which emscripten supports).   

Made a lot of progress getting a simple SDL demo of mine to run in a browser.  There's a bunch of details about how emscripten needs loops handled and files loaded. Fun security issues, but I can launch a python webserver quick'n'easy.

1) I know no one will bother with a linux C build of this. I really wanted a web release. A windows build would be faster. 

2)  I realized I've got a hard limit at 5pm Friday. So "does the time count" is pretty moot.

3) If I was honest with myself, I'm using this challenge as a motivator for picking up emscripten rather than using emscripten as a tool for the challenge. It's why I want to compete.

So... Things look pretty grim.   And it's super-late and I've got work in the morning.

noonemustknowmysecret

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Re: Murky Number 7DRL [2017][FAILED]
« Reply #3 on: March 11, 2017, 12:14:35 AM »
Failure.

I wanted to have a web release so it would actually be seen by someone, so emscripten (or some other alternative) was a prerequisite. But MAN, was that not as simple as I had hoped. I bit off way more than I could chew. I got it installed, up and running, and compiling programs over the weekend. Which was good, but libtcod couldn't come over.   

Replacing libtcod and the remaining emscripten porting issues took Monday and Tuesday.

Work ate Wednesday and Thursday. And here we are.   

So this year's challenge is a failure. If I was a little wiser I would have gotten emscripten under my belt before the start date and dedicated this week to the actual game.    But c'est la vie.

I think I'll get all the emscripten stuff smoothed over and then take another weeklong crack at this outside of the challenge.

KhaoTom

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 64
  • Karma: +0/-0
    • View Profile
    • My Projects
Re: Murky Number 7DRL [2017][FAILED]
« Reply #4 on: March 11, 2017, 10:30:48 PM »
Bummer about all the tech issues, but hopefully its not wasted work and you can get down to making stuff later :)