Bane's befuddlement
Bane's Befuddlement
Yet again. that annoying superhero has found and destroyed your secret lair.
This time, you were prepared. Your trusty servant, Igor, has laid out a cunning maze leading to a secret underwater submarine that will allow you to flee without being caught.
Of course, it would have been better if Igor had managed to get the map to you before things got compilcated, but the lack of a map is but a minor setback.
Notes
Git repo: here
This requires pygame 1.9.1 and kivy 1.6.0
The android zip file works with the kivy launcher - available here. It doesn't include the level editor, as I never tested it on android and it will likely break
The windows zip file is an all-in-one bundle including kviy. It should be enough to just unzip it and run the included bat file, although this has only been lightly tested.
Awards
Scores
Ratings (show detail)
Overall: 2.7
Fun: 2.7
Production: 2.8
Innovation: 2.8
Respondents: 9
Files
File | Uploader | Date |
---|---|---|
bane_pyweek_16_windows_kivy.zip
— final
Windows zip file (kivy included) |
drnlm | 2013/04/20 23:13 |
bane_pyweek_16.zip
— final
zip file for android (kivy launcher) |
drnlm | 2013/04/20 21:47 |
bane_pyweek_16.tar.bz2
— final
Linux tarball |
drnlm | 2013/04/20 21:45 |
2013_04_20_final_maze.png
The final maze |
drnlm | 2013/04/20 21:43 |
android.png
Running on an android phone |
drnlm | 2013/04/20 03:38 |
2013_04_18_full_editor.png
The full level editor |
drnlm | 2013/04/18 21:51 |
2013_04_17_editor.png
the level editor progress |
drnlm | 2013/04/17 22:09 |
2013_04_16_better_graphics.png
Tweak graphics |
drnlm | 2013/04/17 08:27 |
2013_04_15_protaganist.png
The Protaganist |
drnlm | 2013/04/15 21:14 |
2013_04_14_a_maze.png
We can display a maze |
drnlm | 2013/04/14 18:55 |
Diary Entries
Day 1: Some Progress
For reasons I may regret later, I decided to see if I can bend kivy to my will. I still haven't wrapped my head around the exactly how everything works, and that'll hurt when I try and hook up actual gameplay, but I did manage to get it to the point that I can display a maze.
Hopefully I'll have some time to trying to get this to run on android, but that's a TODO item for later in the week, and thus may be dropped.
Day 2: Tech Demo status
I should have more time available tomorrow, so hopefully I can add an antognist and start adding actualy gameplay mechanics.
Day 3: Distracted
Instead, I spent some time tweaking the graphics, although that needs further work, and also poking at getting the game running on my phone. After some running around in circles, I managed to get it running. It's not ideal - the interface feels clumsy, and I'm not sure how to fix that, but it at least works.
Now I really do need to add more gameplay, and also finish the level editor.
Day 4: Slow day
Hopefully tomorrow will be more productive, and I can get most of the gameplay into place.
Day 5: Vaguely game'ish
I'm not going to have much time to work on this on Saturday, so I'll need to get it into submittable shape tomorrow, but with the level editor working, hopefully I can get it to a reasonable number of levels quickly.
I should try add some sound to the game. Kivy's documentation suggests it will be fairly straightforward, so hopefully that won't take much time.
Day 6: Edging closer
I added sound, although it sometimes doesn't play the desired effect. I'm not quite sure why, and I probably won't have time to figure that out before the deadline. I also added some configuration options, so you can enable and disable sound, and choose the starting level (which is mainly a debugging aid, but it's also the sort of feature that may be useful suring judging).
At some point in the last couple of days, I broke the game on android, so I fixed that. It's rather slow on my phone - I think I know what I've done wrong, although I may not have time to correct that before the deadline. It's also a bit painful to play using a touch interface, but I think I can improve that without too much effort.
Day 7: Finishing off and post-mortem thoughts
I also spent a fair bit of time checking that I could get the game running on windows. This took rather longer than expected, as I had to tweak my virtualbox setup to support OpenGL to get kivy to run there. I tried, but ultimately abandoned, the recommended approach to building a windows installer, as that broke in strange ways and debugging it looks like being a major pain. The solution I came up with isn't very elegant, but at least works in my test cases.
As far as the final result goes, I'm a bit ambivalent. I'm reasonably happy with what I accomplished during the week, and, as an exercise in learning kivy, this has definately been useful. I still haven't quite wrapped my head around the correct mental model for working with kivy, but I'm a lot closer than I was. I'm not that happy with the actual gameplay, though - I never found time to work on the extra puzzle elements I wanted, so the game eded up too simplistic and lacking in whimsy, although it has some promising ideas.