News Item Update History

This is a history of updates to the news item "Threediopolis Release Two", originally posted by Andrew Schultz on December 31, 2013 6:08 PM. (This item is for Threediopolis, by Andrew Schultz.)

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Threediopolis Release Two
Edited by Andrew Schultz, January 5, 2014 11:20 PM - Edit
I've officially released version 2 of Threediopolis, after some post-competition testing and a very helpful ClubFloyd session. While some of the polish may've been part of a mid-comp release, I'd like to spell it out here.

You can now try different things with the header, including seeing friends (ff) or one line (oo) or even the reshuffled list once you find a place.

Hints are also given for failed trips and can be toggled with HH. They cover the hardest puzzles as well as the introductory ones.

I'm pretty sure I fixed the potential buffer overflow if you use the big header (t) from the mid-comp fix. I didn't realize I could--or needed to--change the maximum size of an indexed text buffer.

The game now has the rough semblance of a story, or at least musings every two points. The ending now contains a really, really awful joke based on the game mechanice that I couldn't resist.

The game also allows you an availableometer and an adrift-a-tron, and they can be used to find the odd scenery, which is clued better--and there are now 56, though they are not obvious. And there are more of them.

There are also two more things to find, but I think they make the game easier rather than harder. Your new friend definitely does.

The logic document is updated and clarified as well.

I think I also fixed the stack overflow that happened.

I've included dropbox links as I haven't yet sent a copy to ifarchive.org. However, I expect to update the source, the logic and the binary file.

A small patch post-release (1/5/2014) now fixes the scenery the game suggests in the AMUSING section, and I also added some scenery.

Enjoy!

Threediopolis Release Two
Edited by Andrew Schultz, January 5, 2014 11:20 PM - Reinstate
I've officially released version 2 of Threediopolis, after some post-competition testing and a very helpful ClubFloyd session. While some of the polish may've been part of a mid-comp release, I'd like to spell it out here.

You can now try different things with the header, including seeing friends (ff) or one line (oo) or even the reshuffled list once you find a place.

Hints are also given for failed trips and can be toggled with HH. They cover the hardest puzzles as well as the introductory ones.

I'm pretty sure I fixed the potential buffer overflow if you use the big header (t) from the mid-comp fix. I didn't realize I could--or needed to--change the maximum size of an indexed text buffer.

The game now has the rough semblance of a story, or at least musings every two points. The ending now contains a really, really awful joke based on the game mechanice that I couldn't resist.

The game also allows you an availableometer and an adrift-a-tron, and they can be used to find the odd scenery, which is clued better--and there are now 56, though they are not obvious. And there are more of them.

There are also two more things to find, but I think they make the game easier rather than harder. Your new friend definitely does.

The logic document is updated and clarified as well.

I think I also fixed the stack overflow that happened.

I've included dropbox links as I haven't yet sent a copy to ifarchive.org. However, I expect to update the source, the logic and the binary file.

A small patch post-release now fixes the scenery the game suggests in the AMUSING section, and I also added some scenery.

Enjoy!

Threediopolis Release Two
Edited by Andrew Schultz, January 5, 2014 8:11 PM - Reinstate
I've officially released version 2 of Threediopolis, after some post-competition testing and a very helpful ClubFloyd session. While some of the polish may've been part of a mid-comp release, I'd like to spell it out here.

You can now try different things with the header, including seeing friends (ff) or one line (oo) or even the reshuffled list once you find a place.

Hints are also given for failed trips and can be toggled with HH. They cover the hardest puzzles as well as the introductory ones.

I'm pretty sure I fixed the potential buffer overflow if you use the big header (t) from the mid-comp fix. I didn't realize I could--or needed to--change the maximum size of an indexed text buffer.

The game now has the rough semblance of a story, or at least musings every two points. The ending now contains a really, really awful joke based on the game mechanice that I couldn't resist.

The game also allows you an availableometer and an adrift-a-tron, and they can be used to find the odd scenery, which is clued better--and there are now 55, though they are not obvious. And there are more of them.

There are also two more things to find, but I think they make the game easier rather than harder. Your new friend definitely does.

The logic document is updated and clarified as well.

I think I also fixed the stack overflow that happened.

I've included dropbox links as I haven't yet sent a copy to ifarchive.org. However, I expect to update the source, the logic and the binary file.

A small patch post-release now fixes the scenery the game suggests in the AMUSING section, and I also added some scenery.

Enjoy!

Threediopolis Release Two
Posted by Andrew Schultz, December 31, 2013 6:08 PM - Reinstate
I've officially released version 2 of Threediopolis, after some post-competition testing and a very helpful ClubFloyd session. While some of the polish may've been part of a mid-comp release, I'd like to spell it out here.

You can now try different things with the header, including seeing friends (ff) or one line (oo) or even the reshuffled list once you find a hint.

I'm pretty sure I fixed the potential buffer overflow if you use the big header (t) from the mid-comp fix. I didn't realize I could--or needed to--change the maximum size of an indexed text buffer.

The game now has the rough semblance of a story, or at least musings every two points. The ending now contains a really, really awful joke based on the game mechanice that I couldn't resist.

The game also allows you an availableometer and an adrift-a-tron, and they can be used to find the odd scenery, which is clued better--and there are now 55, though they are not obvious. And there are more of them.

There are also two more things to find, but I think they make the game easier rather than harder. Your new friend definitely does.

The logic document is updated and clarified as well.

I think I also fixed the stack overflow that happened.

I've included dropbox links as I haven't yet sent a copy to ifarchive.org. However, I expect to update the source, the logic and the binary file.

Enjoy!

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