March 2010 challenge: “Wibbly-wobbly”

Things From Above - first public beta release

Posted by macrobe on 2010/04/02 22:27

a first public beta of our game is available: get it here
Source code only for now; requirements: python 2.6 and pygame.

Here's a screenshot from earlier today:


Basically, you move the kid around. Things are falling from the sky. Try collecting good things (chicken parts) while avoiding bad things (knives).

Originally, our plan was to do a platformer game, where everything is wobbly (player, enemies, maybe even the landscape). Soon we realized that we bit off more than we could chew. So we had to cut back on our ambitions and settle for this instead.

my to do list for tomorrow:
  1. include final artworks, as soon as I get them from SpaceBugman
    (if you are reading this, bug man: send! more! artwork! - now!)
  2. tweak some parameters in order to make this game fun and challenging
  3. get my hands on a computer with windows on it
  4. build packages for windows and mac

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MataesascosasdeCOLORES - 24 Hours Elapsed

Posted by eordano on 2010/04/02 22:23

Since I live in a different city than the rest of the team, we had very little time to do the game. Yesterday I didn't sleep, but we got the game to be something playable!!!

Here are some screenshots of the game as it is now:
 
http://rolfeteam.com.ar/pyweek_screen/Screen1.png
http://rolfeteam.com.ar/pyweek_screen/Screen2.png
http://rolfeteam.com.ar/pyweek_screen/Screen3.png
http://rolfeteam.com.ar/pyweek_screen/Screen4.png

We don't have sound at the moment, we are waiting for our sound artist to deliver the sounds.

The game is kinda silly, just a point and shoot game, and we tried to do the "wibbly-wobbly" by making enemies take strange forms.

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Mr. Wobbly's Great Escape - Early final submission! o/

Posted by ServalKatze on 2010/04/02 21:24

Whew. I've just uploaded our final submission. It's a small puzzlish plattformer, more puzzlish than plattformish and pretty simple. I hope you'll enjoy it a little. Don't be afraid of the later levels. Just rotate the pipes until they fit. :P

If the last level (the one with soooo many pipes) seems too difficult you can peek at the solution.

Unless I find some really, really, really embarrasing bugs I can lean back and enjoy the holidays now.

Good luck to the other teams/individuals who are not as lazy as me. ;)

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Wibbly-Wobbly the Canine Screwdriver - So what's that god bar nonsense anyway?

Posted by adrwen on 2010/04/02 19:09

I have actually fixed all of the things I set out to do today, the god bar has been implemented, baddies have been implemented and so have "triggers". Now most of you probably know what "trigger" and "baddie" could mean, but what on earth is a "god bar"?

The god bar is an object that sits in the top of the screen, it contains a picture of god (a canine screwdriver with a halo) and a message from god.

Obviously, a god bar doesn't help much in many games, but in Wibbly-Wobbly: The Canine Screwdriver it is absolutely essential. This is because the aim of the game is to learn the language of the gods (they have started to communicate with you using a weird language).

Basically it is a game with puzzle game like levels that are almost impossible to finish, unless you know how to finish them. How each level is supposed to be finished can be extracted from the gods, as they will be guiding you verbally in their very weird language. For each cutscene and level you will hopefully familiarize yourself with the language so that you can eventually take direction from the gods and finish the levels quickly.

The game has actually changed quite a bit since I last uploaded a screenshot, so before i start writing menus and levels, I will add a bunch of screenshots (of the demo levels I have been using to test the different components of the game). The source is rather ugly though, so I wont upload it until I absolutely have to!

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Intestinvaders - Problem

Posted by adam on 2010/04/02 17:15

Functionality of our game briefly fell victim to chaos theory. Fortunately, we solved the problem with an oversized butterfly net.

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Non Time - maybe I can finish my game.

Posted by milker on 2010/04/02 16:23

I hope I can finish it.

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Stalk - Adventures in growing ... and cython

Posted by richard on 2010/04/02 11:57

So today I avoided the issue of gameplay by experimenting more with how the path appears on screen to the player ... how it grows.

I now have a rather pleasing (in my opinion) growth animation for the path and the branches off the path.

Try it out if you like: stalk-4.zip 

(marked as a final upload just in case I don't get a chance to make another)


I ran into a problem where enough branches being grown drops the frame from a steady 60FPS to around 30FPS (on my MacBook). Not so pleasing.


I've optimised a few things with cython. The result is that I can now happily re-generate the path curves and vertices every frame and the FPS doesn't dip below 60.

Neat.

Along with my own curve code I've implemented cython versions of the euclid module's Vector2 and Matrix3 (since my curve code uses those implementations for parameters and determining normals and the like).

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Wobleigh Towers - Jelly dematerialisation

Posted by gcewing on 2010/04/02 11:45

Player now has a sonic screwdriver which can be used to soften jelly and eventually remove it altogether. There will also be another use for it at the end of the game, if I get that far.

The screenshot below shows an interesting bug that resulted in smeared jelly appearing from another part of the universe when using the sonic screwdriver.

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I am the unstable - Sorry, had to drop out early

Posted by shundread on 2010/04/02 10:42

Made my last submission. The game is horribly incomplete and maybe only marginally fun. But it's done. I'm late and I need to run now. Hoping to see this contests' entries!



-Shundread

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Wibbly-Wobbly Boxing Penguins of DOOM - Sounds are fun

Posted by Burns on 2010/04/02 09:26

Forget about building robots, I should go into video game voice overs (yes I did the sound of the dying penguin).

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