March 2010 challenge: “Wibbly-wobbly”
Terraformancer - Progress after day two
Posted by Trobadour on 2010/03/29 23:06
Hi folks,
today i spend not that much time, but i fixed some problems and now there is water on the terrain :)
It floats into holes and the effect is really nice when you alter the terrain and the water floats around..
Tomorrow i will work on the tiny people, so tomorrow i hopefully can present a level that isn't so unpopulated like this one.
Here's a (static) screenshot.
today i spend not that much time, but i fixed some problems and now there is water on the terrain :)
It floats into holes and the effect is really nice when you alter the terrain and the water floats around..
Tomorrow i will work on the tiny people, so tomorrow i hopefully can present a level that isn't so unpopulated like this one.
Here's a (static) screenshot.

Easter Wobble - Test version uploaded
Posted by boiserm on 2010/03/29 22:57
So there's no objective yet, but the mechanics are kinda fun. I had an idea to have a (wobbly, of course) easter egg, who can shoot jelly beans and hop. Shooting has a recoil effect, and if you fall on the ground at an angle greater than ~85 degrees, you lose a life.
We'll see where this goes. This week should be even busier than I had anticipated, unfortunately.
NOTE: Included documentation is non-existent.
Controls:
a = hop
s = shoot
right, left = tilt
Requires:
Pyglet
We'll see where this goes. This week should be even busier than I had anticipated, unfortunately.
NOTE: Included documentation is non-existent.
Controls:
a = hop
s = shoot
right, left = tilt
Requires:
Pyglet
Wibbly-Wobbly the Canine Screwdriver - Cut scenes
Posted by adrwen on 2010/03/29 22:25
Ha! Maybe this isn't vaporware after all! I've actually managed to finish a component (I'm happy with it at the moment anyway).
I am talking about my super high-tech cut scene programming kit. As I might have mentioned earlier (I really don't remember if I did) the levels are going to be written in python.
All I have really done so far is a demo cut scene where a text stating my intentions with the scene floats above the main character of the game, Wibbly-Wobbly (silly name, but it fits into the theme). Of course, since the cutscene toolkit thingy manages animations, good ol' Wibbles actually walks across the screen and turns around as he reaches the end of it.
So, in short this is what I have accomplished today:
Oh BTW, it seems like I don't have any classes tomarrow, which means I'll be able to stay home coding.
I am talking about my super high-tech cut scene programming kit. As I might have mentioned earlier (I really don't remember if I did) the levels are going to be written in python.
All I have really done so far is a demo cut scene where a text stating my intentions with the scene floats above the main character of the game, Wibbly-Wobbly (silly name, but it fits into the theme). Of course, since the cutscene toolkit thingy manages animations, good ol' Wibbles actually walks across the screen and turns around as he reaches the end of it.
So, in short this is what I have accomplished today:
- Completed the text thingy
- "Completed" the animation engine (engine is really an exaggeration)
- Pre-alpha artwork of main character
- Cut scene thingy
Oh BTW, it seems like I don't have any classes tomarrow, which means I'll be able to stay home coding.
The Daft Spaniels - Progress on Wibbly Wobbly Bridge with Screenshot
Posted by daftspaniel on 2010/03/29 21:27

In summary, spent some time reminding myself how PyGame works and getting something simple going.
In detail, the first thing to do was to get the bridge over some water. The bridge swings continually from side to side on the screen currently in a regular pattern. Next was to add the player - overhead view of a person (okay the red blob with a brown blob on top!). Player movement was added (keyboard only) and the motion of the bridge slides the 'Man' about too. Finally I added a crate which you really don't want to bump into.
So that's the game - a shakey bridge where you collect treasure and avoid objects. Simples!
All this in a little time. Don't think it will win any award but hopeful something complete will come out of it :-) Looking ahead we need some more interesting objects and some treature. Could do with some better graphics. Any ideas for sources? Looking forward to mixing some music up for the game. Now sleep...
Maande - First two days
Posted by mmkay on 2010/03/29 20:31
Day one - mostly thinking on the game idea.
Day two - we've decided what the game name will be - Maande, which means "basket" in West Low German (Low Saxon) language. Walker also set up a git repository for the source code. Rest of the day - mostly laziness, but also the core mechanics of the... well, basket. And a cart.
Maybe not much to show, but I think we'll come up with the playable game within the week. I don't expect it to be one of the best, but the whole challenge is more about fun from creating our own game, than competing with others.
Day two - we've decided what the game name will be - Maande, which means "basket" in West Low German (Low Saxon) language. Walker also set up a git repository for the source code. Rest of the day - mostly laziness, but also the core mechanics of the... well, basket. And a cart.
Maybe not much to show, but I think we'll come up with the playable game within the week. I don't expect it to be one of the best, but the whole challenge is more about fun from creating our own game, than competing with others.
Monty Python's Flying Circus - with internet again
Posted by alejolp on 2010/03/29 19:09
we almost panicked here-- wireless internet access was down for some minutes. anyway, we are working on the game physics.
Wibbly-Wobbly the Canine Screwdriver - Vaporware
Posted by adrwen on 2010/03/29 18:56
Well, it looks like this might become a great example of it, BUT I am still trying, sort of. To be quite honest, I don't think that the current language game idea is going to last for a very long time.
I am the unstable - Art, art, art. Navigation system
Posted by shundread on 2010/03/29 17:25
Yesterday's big point of focus was art. I was generating layer over layer of images onto GIMP so I'd have an easier time editing the images later. Right now I have a nice template for the rooms upon which you'll be navigating in the game.
I've decided that the game will be a puzzle game. I'm thinking Hanoi Towers, Go Problems, and whatever else I can think of. Let's see how this turns out.
Also, here's a screenshot of me testing the navigation system. I could spend half an hour or an hour making it so that colision testing with the walls is more realistic, but honestly, it does not matter so much in this game. What I need is puzzles! And a map loader.
I've decided that the game will be a puzzle game. I'm thinking Hanoi Towers, Go Problems, and whatever else I can think of. Let's see how this turns out.
Also, here's a screenshot of me testing the navigation system. I could spend half an hour or an hour making it so that colision testing with the walls is more realistic, but honestly, it does not matter so much in this game. What I need is puzzles! And a map loader.

it's me again - 2nd day - Finished some artwork for my game.
Posted by Yangea on 2010/03/29 12:49
Hello everyone! Well, this is the first entry in my diary for this challenge, although we've got the 2nd day of the challenge :).
My idea for this pyweek is a game called "Wobbly Paths" where the player controls a human that has to jump and walk across a river by using bridges, ropes, ships and stones.All of those tiles are wobbly, so the player has to be careful not to fall into the water! Of course there are certain "enemies", too. They'll try to soak you!
Yeah, so I've done some images for the river which will act as a simple animation of flowing water (well, not exactly flowing). The tiles for the bridges, ropes, etc, are done, too. Now it's up to some programming! (classes,...)
My idea for this pyweek is a game called "Wobbly Paths" where the player controls a human that has to jump and walk across a river by using bridges, ropes, ships and stones.All of those tiles are wobbly, so the player has to be careful not to fall into the water! Of course there are certain "enemies", too. They'll try to soak you!
Yeah, so I've done some images for the river which will act as a simple animation of flowing water (well, not exactly flowing). The tiles for the bridges, ropes, etc, are done, too. Now it's up to some programming! (classes,...)
Wobleigh Towers - Wobbling Achieved
Posted by gcewing on 2010/03/29 11:46
Between arranging car repairs and doing the sort of work that earns money, I haven't had much time for it today. Made some progress, though.
Wave simulation is working. Also got the rendering working with vertex arrays, which gets most of the tricky OpenGL stuff out of the way.
I've uploaded a screenshot of my wobble test. It looks more impressive when it's moving.
Also decided on a working title: Wobleigh Towers.
Wave simulation is working. Also got the rendering working with vertex arrays, which gets most of the tricky OpenGL stuff out of the way.
I've uploaded a screenshot of my wobble test. It looks more impressive when it's moving.
Also decided on a working title: Wobleigh Towers.