March 2010 challenge: “Wibbly-wobbly”

Wobleigh Towers - Well, that took a lot longer than I expected

Posted by gcewing on 2010/04/01 11:21

Taken all day to get my character moving and jumping properly, climbing steps but not walls, and not getting stuck in jelly. Still no walking animation. Still not much idea what there will be to do.

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FoxRun - Have to Stop Now

Posted by gizmo_thunder on 2010/04/01 10:19

So ill' be travelling and won't be able to work for the next two days on my game.. but i've managed to put together a decent amount of gameplay and more importantly it is complete :)
I had to aim low to keep up with the time but i think i managed ok .. there isn't as much polish in the game as i would like but can't help it.

Grab the final version FoxRun (sorry for the un-creative name.. couldn't come up with anything better :D)

There isn't a good menu for the game so did not bother to put it up :D just basic start screen.
Hope you like my game. ..  oo oo.. btw.. do check out this site if you are looking for music. Amazing site.. pretty good music..

All the best to you guys.. I will be back for judging :D

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Mr. Wobbly's Great Escape - Yay!

Posted by ServalKatze on 2010/04/01 09:55

We worked out a small, simple idea and got to work on day 2. We may avoid the dreaded DNF. ;o)

Basic gameplay is done (although you can't die yet). All we need now are levels and some graphics for start- and maploading menus. I guess my placeholder menus are not that intuitive to use..

Startmenu:

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Wibbly-Wobbly Boxing Penguins of DOOM - Progress!

Posted by dummey on 2010/04/01 04:28

Things are moving along at a much faster pace then I had anticipated. This is especially good since I only having up until 6pm on Friday to work on this. I will be up at UCLA this weekend doing some colligate cycling! 

So far, a lot of the game logic has been worked out. In theory, the backbone for everything we want to do is in place, now it is just making it all happen without everything breaking. Meeting with up the group tonight to get the actual sprites in the game so that it can look less crappy. 

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The Teetering Towers of San Gimignano - Jumping between towers

Posted by Cosmologicon on 2010/04/01 02:42

I got a lot of things working today, but the game doesn't look that different. The main new mechanic is jumping between adjacent towers, which you do by simply getting close enough and running in that direction. The main skill you'll have to acquire is getting the towers to sway enough to get close enough.


Behind the scenes, I got fast model loading accomplished using the lessons learned from my warmup demos, and I got some text to appear on the screen, which I've never done in OpenGL before. It doesn't seem to hurt the framerate much.

I still haven't decided what the protagonist will be, so for now you control an enemy, a castle guard.

Teetering Towers 2 (2.2 MB)

Controls:
Mouse: move camera
Scroll wheel: zoom camera
Arrow keys: run
Esc: quit

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Stalk - Less popping

Posted by richard on 2010/04/01 01:33

The path and branches now fade in and out. It's a much more pleasant experience now with no popping in or out of bits and pieces. Also it's not as messy / ugly if the path loops back on the player now since the far path isn't visible until it's really needed.


Download and try if you like: stalk-3

Comments, as always, are welcome. Including any further ideas you might have about gameplay ;)

What do you think of the slight grey outline on the path to separate it from the branches?

I took out the shooting - I just don't think it fits at all.

I am thinking that you maybe have to fly along the path, keeping close to it (or you die or something). Points for speed, and perhaps for collecting things just off the path? And maybe avoiding things?

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Full Fillment - it walks!

Posted by Lukino on 2010/03/31 23:30


I am sick today. I skipped work and went to doctor, that gave me 3 days at home. I tought: yay! I can work on the game ;) but that wasn't true-- I spent most of the day in the bathroom :(
And to waste some more time, I put an exagerated effort in the walking animation. The results is so-so, I could have spent much less time in this - anyway, the guy is walking. Now I need to put some basic kinematic to handle the body shaken by alchool abuse, and I have no idea where to start, but I'm sure I can do it before tomorrow end, together with the keyboard controls. Worst case scenario, this will be a 1 vs 1 drunken fighting game.. I hope!

By the way, can someone tell me why pyglet framerate drops down to 4, to jump over 60 if I move the mouse fast over the window?

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The Wobbling-House - steps ahead :-)

Posted by yoldi on 2010/03/31 23:12

Well, after 2 days totally blocked fighting with the internal logic of the game, it seems that I see the "light" again. At least, I can put a screen-shot with the current status (there is a part that really works :-) ). I hope I have time to design better pictures but it depends of the complexity of AI, which I guess will take looong time...

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Maande - Day 3 and 4

Posted by mmkay on 2010/03/31 23:06

The game is already quite playable, I've pointed out all the things we've got and things we still have to do, and I accidentally clicked on one of the links. Don't have enough power to write it again anymore, but just see the screenshot on the main page and the one below, sent by Walker - it's fairly hard in the seventh level, but if you are good enough, you can play until you die - there is no last level. :D It's working, it's working!

We still need to create more in-game art, falling objects, music and some proper main menu.

In the game, you'll have to catch the falling objects. You're moving the basket by moving the mouse.

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Woger the wibbly wobbly wombat. - the computer speakers make sounds... in 'stereo'.

Posted by illume on 2010/03/31 22:28

A jump noise is made when woger jumps.

That is all.

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