August 2010 challenge: “Caught”
Aerocapture - Progress
Posted by PyTM30 on 2010/08/25 01:28
I have completed the physics simulation and continued work on the UI today although it is still somewhat lacking and I think I'll have to make do with the short version of my game for pyweek.
Here's some graphs produced from the output of my simulation!
Here's some graphs produced from the output of my simulation!
Suspended Sentence - A puzzle, popups, and sounds
Posted by stefanor on 2010/08/24 22:13
Today things started coming together. A few interactable areas for the first room were laid out in the right places. The first item can be collected and used to solve a puzzle and escape the room, while listening to creepy background noises.
The computer's terminal in the corner is animated, and it has gained a text-to-speech voice to shout at you with. Hovering over items will yield descriptions, and pop-up detail views are available. Rooms have started to be linked together, and we have outline artwork for the 2nd room.
Much work today was spent on modal dialogs, pop-up messages, and cursor sprites logic. Tomorrow, I expect a few more rooms to come together. Work can now move to puzzles and artwork, as the plumbing is starting to stabilise.
The computer's terminal in the corner is animated, and it has gained a text-to-speech voice to shout at you with. Hovering over items will yield descriptions, and pop-up detail views are available. Rooms have started to be linked together, and we have outline artwork for the 2nd room.
Much work today was spent on modal dialogs, pop-up messages, and cursor sprites logic. Tomorrow, I expect a few more rooms to come together. Work can now move to puzzles and artwork, as the plumbing is starting to stabilise.
Voices Under Water - Exercising my maths glands
Posted by safe on 2010/08/24 21:35
Spent the last hour doing all sorts of trigonometry to finally get my hit-testing right. Having spent and wasted valuable time finding far too many solutions to testing points inside overlapping rotated rectangles, I exercised my far too underused maths glands instead and loved every minute of it. As a result, your CPU might well overheat while playing my game, but that's all part of the user experience! I could always implement PyCUDA accelerated hit-testing if I get time ... ;)
Anyways, things are finally looking up. Having dusted off pyglet and cocos2d I finally have a screen full of colourful characters. The characters know when they hit each other and they might even catch something if I'm lucky.
Unfortunately I'll be pulling long hours working from dawn till dusk tomorrow (and as usual ending up feeling and looking like the bad guys in From Dusk Till Dawn by the end of it) but really look forward to getting back to my game after that. Sleep is for wimps, eh?
Anyways, things are finally looking up. Having dusted off pyglet and cocos2d I finally have a screen full of colourful characters. The characters know when they hit each other and they might even catch something if I'm lucky.
Unfortunately I'll be pulling long hours working from dawn till dusk tomorrow (and as usual ending up feeling and looking like the bad guys in From Dusk Till Dawn by the end of it) but really look forward to getting back to my game after that. Sleep is for wimps, eh?
Encaged Tower - Not working out; rebooting
Posted by Tee on 2010/08/24 20:54
So my original idea won't work out for a few different reasons. One reason is that I can't come up with a good story for it in time, and this idea requires a good story. It might also require too many graphics that I don't have time to draw. It also bothers me slightly that the connection to the theme was lost and putting it back makes it feel tacked on (although this is a secondary reason). The main point is that I just don't see it working until Saturday, so it's best to change the path while I can.
Anyway, I'm back to square one and uninspired. Thought of some other ideas but none of them particularly interests me. Thinking of making something a bit more "traditional", in the line of my simple "backup" games from my Pyweeks 7 and 8. At least it works, right?
Maybe next Pyweek I'll go for something more interesting, but this week I'm feeling too uninspired for that. At least I'm not making this decision Friday as I usually do. :P Hopefully I'll have some interesting idea to add to it in the next few days, but I should start implementing a new idea as soon as possible. I already have a simple idea that might be fun, although I admit I'm not as excited as I wish.
(Sorry for those expecting me to aim high and crash and burn as I said I would. :) )
Anyway, I'm back to square one and uninspired. Thought of some other ideas but none of them particularly interests me. Thinking of making something a bit more "traditional", in the line of my simple "backup" games from my Pyweeks 7 and 8. At least it works, right?
Maybe next Pyweek I'll go for something more interesting, but this week I'm feeling too uninspired for that. At least I'm not making this decision Friday as I usually do. :P Hopefully I'll have some interesting idea to add to it in the next few days, but I should start implementing a new idea as soon as possible. I already have a simple idea that might be fun, although I admit I'm not as excited as I wish.
(Sorry for those expecting me to aim high and crash and burn as I said I would. :) )
who knows - just found out
Posted by lukevp on 2010/08/24 20:27
I just realized pyweek is starting... I don't get the e-mails anymore!
Well, already 3 days are gone by. And I have plans this weekend. So this is going to be a 3-day game made while working. Good luck to me!
Run Rabbit, RUN! - Day <whatever-day-it-is>
Posted by Evdude on 2010/08/24 20:07
Made pretty good progress today and yesterday.
You run away from the deranged rabbit chasing weirdos, jumpimg logs and boulders. Bushes and mud slow you down. Demo coming soon
You run away from the deranged rabbit chasing weirdos, jumpimg logs and boulders. Bushes and mud slow you down. Demo coming soon
SW by W for PW - Separation
Posted by maral on 2010/08/24 20:03
After great quarell about the topic and big fight :D we decided to work on our own... So now, it's not us together, but Me against HIM!!! And I am gonna beat him !!! And please, don't take this too serious ;-) Caio0u
Mousetrap - The first 24 hours
Posted by taejo on 2010/08/24 18:59
After deciding not to join team Boomslang on Sunday afternoon, I eventually decided to make my own effort on Monday night.
Twenty four hours later, I have an opening screen and two working levels. I'm surprisingly pleased with the art on one of them (I've just added a screenshot from it).
I've just got a very enthusiastic message from a real artist... let's see if we can make something work: this is not really her genre.
Twenty four hours later, I have an opening screen and two working levels. I'm surprisingly pleased with the art on one of them (I've just added a screenshot from it).
I've just got a very enthusiastic message from a real artist... let's see if we can make something work: this is not really her genre.
You feel a sudden urge to run... - Trying out our city generator
Posted by santagada on 2010/08/24 18:54
I'm doing a city generator for our game, for now it is completely randomic, but the output looks so cool we decided to post about it :)
Escape from Wherever - Day 3
Posted by Myran on 2010/08/24 16:03
So today I managed to do everything I had planned and a bit more, I now have a completely working inventory system, I have leveling, working combat and level transitioning (walking from one level to another). So basically the game is now playable.
The balancing is a pain though, between the player stats, the enemy stats and the loot tables it's a lot of fidgeting with numbers.
Tomorrow I will hopefully just make more levels, polishing and maybe a menu, I can't really think of any other major features I need. But I've probably forgotten something as usual.
The balancing is a pain though, between the player stats, the enemy stats and the loot tables it's a lot of fidgeting with numbers.
Tomorrow I will hopefully just make more levels, polishing and maybe a menu, I can't really think of any other major features I need. But I've probably forgotten something as usual.