Tuesday, 1 January 2008

Another year ends, another begins

Once again, it's time to make unreasonable promises to yourself, break them within the hour, drink obscene amounts and set off spectacular explosives all in the name of tradition. 2007 is now last year's thing, long live 2008!
For ExeSoft, the last year was an eventful one. For one thing, ExeSoft didn't even exist until just after the halfway
mark. So, to celebrate the year's success, here's the year in JPEGs (with a couple of PNGs thrown in for good measure of course):

First, there was the long-awaited release of Slipslide 1. This one had been delayed for months, and unfortunately didn't end up being as good as had been hoped. It was ultimately too glitchy and had only five levels, one of which was a slide-downhill-avoiding-obstacles affair thrown in to stretch out the length and difficulty. However, the lesson was learned. That style of puzzle game does not work in 3D.

Then, much later in the year, David's Random Programs, inc. and David's Random Games, inc. were merged and renamed (thankfully) to ExeSoft, as the old names were terrible to be perfectly honest. The newly formed company began by re-doing programs made by David's Random Programs, inc., beginning with Txtinator.

Version 4.0 was almost 1000 lines in length and utilised the powerful wxPython module for its GUI. It had hundreds of extra features, and also included the 1337-speak translation system which had been originally developed as a standalone application by David's Random Programs, inc. near the beginning of the year.

Overall, the best E
xeSoft application that year (in my opinion) was Converzion 2.0, an extremely fast unit conversion program with pretty much every unit you could possibly think of implemented. It also had a fully customisable interface, and a customisable toolbar that let you access the conversion types (money, weight, length etc.) that you use most often.

Towards the end of the year, it was decided that t
hey would make a sequel to Slipslide, but this time using the PyGame module to write a specialised engine from scratch so that the game could be developed faster, use more levels and have less bugs. So far it's lived up to that hope (and then some), and with luck it will be released around February or March of 2008. Only time will tell, however...

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