March 2010 challenge: “Wibbly-wobbly”
Wobble Tower - The Road to PyWeek - A New Hero has Risen
Posted by Akake on 2010/03/05 03:32
I've got a new release of GunFox ready!
The second playable character is complete and playable, and there is now a character selection screen, as well as a difficulty selection screen!
Levels now have backgrounds and are generated a bit more nicely now that a minor bug in the level generator has been fixed.
Baddie AI has had the weirdness removed for the most part. Instead of running back and forth like idiots when you get close to them, they approach to a range and then fire at you as long as they have a clear line of sight. Baddies' guns now fire in bursts, as well.
The two characters have been tweaked to player very differently.
Jack's gun is about as powerful as Rachel's was at first, but has a slightly lower rate of fire. He is about as fast and jumps about as high as a baddie.
Rachel now jumps very high and moves very quickly. Her gun takes four hits to kill a baddie, though, instead of the original two.
The game now returns you to the character selection screen when you run out of lives instead of simply dumping you in a new level.
I'm very proud of what I've done so far, and I'm looking forward to getting more done tomorrow!
You can pick up a copy of the game here!
The second playable character is complete and playable, and there is now a character selection screen, as well as a difficulty selection screen!
Levels now have backgrounds and are generated a bit more nicely now that a minor bug in the level generator has been fixed.
Baddie AI has had the weirdness removed for the most part. Instead of running back and forth like idiots when you get close to them, they approach to a range and then fire at you as long as they have a clear line of sight. Baddies' guns now fire in bursts, as well.
The two characters have been tweaked to player very differently.
Jack's gun is about as powerful as Rachel's was at first, but has a slightly lower rate of fire. He is about as fast and jumps about as high as a baddie.
Rachel now jumps very high and moves very quickly. Her gun takes four hits to kill a baddie, though, instead of the original two.
The game now returns you to the character selection screen when you run out of lives instead of simply dumping you in a new level.
I'm very proud of what I've done so far, and I'm looking forward to getting more done tomorrow!
You can pick up a copy of the game here!
Wobble Tower - The Road to PyWeek - The Opposing Force has Rallied
Posted by Akake on 2010/03/03 15:26
Another new demo!
There are now baddies for you to fight! Yeah!
Baddies have rifles, march toward you, jump over obstacles, and are each slightly different in terms of speed and aggressiveness.
There are male and female baddies, with about 1/4 of them being female by default.
Joypad support has also been added!
Controls, player stats, baddie stats, weapon stats, and plenty of level generator knobs can be found in the file 'config.py' under the 'lib' folder.
(Don't worry, it's very heavily commented, and the control settings are at the top of the file!)
Enemies take two hits to kill, and you can take five before you die.
You have seven lives. If you run out of lives, a new level is generated for you. If you beat the level (Which is very difficult, and something I haven't accomplished yet...) then I suppose you'll run out of things to do, as progression between levels hasn't been implemented yet.
Tomorrow will bring the other protagonist, Jack, as well as a character selection screen.
You can pick up a copy of the latest demo here!
There are now baddies for you to fight! Yeah!
Baddies have rifles, march toward you, jump over obstacles, and are each slightly different in terms of speed and aggressiveness.
There are male and female baddies, with about 1/4 of them being female by default.
Joypad support has also been added!
Controls, player stats, baddie stats, weapon stats, and plenty of level generator knobs can be found in the file 'config.py' under the 'lib' folder.
(Don't worry, it's very heavily commented, and the control settings are at the top of the file!)
Enemies take two hits to kill, and you can take five before you die.
You have seven lives. If you run out of lives, a new level is generated for you. If you beat the level (Which is very difficult, and something I haven't accomplished yet...) then I suppose you'll run out of things to do, as progression between levels hasn't been implemented yet.
Tomorrow will bring the other protagonist, Jack, as well as a character selection screen.
You can pick up a copy of the latest demo here!
Wobble Tower - The Road to PyWeek - The World has Taken Shape
Posted by Akake on 2010/03/02 15:28
Another demo is ready!
There is now proper terrain, and it is generated procedurally!
The setting has also taken shape. The game takes place in a warehouse that has been invaded by Bad Guys.
(I haven't yet decided who the Bad Guys are, but I'm leaning toward dogs)
The game's terrain takes the form of piles of boxes that have been (rather haphazardly) packed into the warehouse. These are generated by "dropping" them from the sky into the level. This is done by placing the boxes on top of those below it, rather than actually dropping them.
The level generator also ensures that there are no overhangs and that no ledge is more than three grid spaces high.
(The current character can jump just over 4 spaces, and the other will be able to jump just over 3)
I spent all day up to this point working on the terrain, but it's finally done!
(All day meaning from 16:00 to 21:30 UTC)
Tomorrow, I'll hopefully have some kind of baddies done. I'm not sure how far I'll get, since I have to get a hair cut and get an eye exam, but I'll do my best!
Edit
Forgot to post a link. You can get the new demo here!
There is now proper terrain, and it is generated procedurally!
The setting has also taken shape. The game takes place in a warehouse that has been invaded by Bad Guys.
(I haven't yet decided who the Bad Guys are, but I'm leaning toward dogs)
The game's terrain takes the form of piles of boxes that have been (rather haphazardly) packed into the warehouse. These are generated by "dropping" them from the sky into the level. This is done by placing the boxes on top of those below it, rather than actually dropping them.
The level generator also ensures that there are no overhangs and that no ledge is more than three grid spaces high.
(The current character can jump just over 4 spaces, and the other will be able to jump just over 3)
I spent all day up to this point working on the terrain, but it's finally done!
(All day meaning from 16:00 to 21:30 UTC)
Tomorrow, I'll hopefully have some kind of baddies done. I'm not sure how far I'll get, since I have to get a hair cut and get an eye exam, but I'll do my best!
Edit
Forgot to post a link. You can get the new demo here!
Wobble Tower - The Road to PyWeek - A Place for Battle
Posted by Akake on 2010/03/01 19:29
I have a new demo ready!
This time, the colors are tweaked a bit for a better look, and the "level" is made up of a series of handmade segments that are randomly ordered.
In addition, the gun now fires in bursts. In other words, you must pause between sets of shots. This will hopefully curb issues with having too many bullets on-screen, as well as make it more difficult to simply mow down baddies. (When there are baddies to mow down, that is...)
You can get it here!
This time, the colors are tweaked a bit for a better look, and the "level" is made up of a series of handmade segments that are randomly ordered.
In addition, the gun now fires in bursts. In other words, you must pause between sets of shots. This will hopefully curb issues with having too many bullets on-screen, as well as make it more difficult to simply mow down baddies. (When there are baddies to mow down, that is...)
You can get it here!
Wobble Tower - The Road to PyWeek - Of Foxes and Carbines
Posted by Akake on 2010/02/28 17:20
I've got a rough plan down for my first warmup game.
It will be a run and gun with procedurally created levels.
There will be two characters: One with an assault rifle and one with a submachine gun.
The first of the two, Jack, is slower than the other, but his rifle kills enemies in one hit.
The other, Rachel, is quicker than her counterpart, but her SMG needs two hits to kill.
The two characters have otherwise identical attributes.
There will be four types of enemy:
I've got some of the basic (Very basic) code done, and have a bit of the player character art done.
My self-imposed deadline is next Sunday at 11:00AM EST.
Here's hoping...
It will be a run and gun with procedurally created levels.
There will be two characters: One with an assault rifle and one with a submachine gun.
The first of the two, Jack, is slower than the other, but his rifle kills enemies in one hit.
The other, Rachel, is quicker than her counterpart, but her SMG needs two hits to kill.
The two characters have otherwise identical attributes.
There will be four types of enemy:
- Generic guys with rifles
- Tough guys with grenades
- Big guys with bazookas
- Wimpy guys with grenades
I've got some of the basic (Very basic) code done, and have a bit of the player character art done.
My self-imposed deadline is next Sunday at 11:00AM EST.
Here's hoping...