August 2010 challenge: “Caught”

Doctor How Caught in Chaos Pool! - Gameplay

Posted by ozroc on 2010/08/24 13:47

In fact this will be some kind of a billiard game with simple rules. One blue ball and two red ones. You shoot with the blue one and have to kick each of the other ones with it (2 points) or kick one making it kick the other one (1 point).

For shooting, you will simply point and click. How hard you kick is inversely proportional to how long the pointing line is (lighter red line means also harder kick). This makes as much difficult to make an accurate kick as much harder you want to kick. Just like in real life ;-)

I have simple but enough realistic punctual particle kinematics in a square billiard. In next stages there will be a stadium, a Sinai and maybe some other fancy shapes as a cardioid, a mushroom or so.

For more information about chaotic billiards, you can take a look at wikipedia.

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Catch the Cootie - Irregular game field navigation mesh construction and solving

Posted by richard on 2010/08/24 12:20

So I have code for creating and solving a nav mesh for my irregular game field which is cool - I've only ever worked with regular fields before. It could use some further path optimisation to remove some unnecessary corners, but it'll do for now.

The code is quite modular too so it's eminently shareable once things are all done. It's nowhere near optimised - quite brute-force in places at the moment.

So, now I need "pickups", more "shooting", some "baddies", and "levelling up"... and then maybe some improved graphics.

This could be fun... :-)

 
p.s. yes, the quotes are intentional ;-)

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Davide Rules - Let's start

Posted by ilseppia on 2010/08/24 07:39

I'm starting now to work on my game... yesterday I returned home from my holidays so I had only time to think what to do and write down some notes.
Hope I'll be able to upload something this evening.
Stay tuned.

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Pitfairy Hunter - End of day 2

Posted by benoxoft on 2010/08/24 05:46

Basic movement and level structure is done. Started working on ui. Source code uploaded at http://sourceforge.net/projects/pitfairyhunter/

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You feel a sudden urge to run... - Getting up to Speed

Posted by kcfelix on 2010/08/24 04:20

So, one day later we're ON! The team got some trouble to meet on the first day and on the second only partial meetings were possible. 

But, here we are, moving forward. And moving forward is the idea of our (untitled) game. To prevent yourself from being caught by some YTBDVPM (yet to be defined vicious pursuing menace) you must run forward as fast as you can and while you're at it you might as well do your very best parkour moves.

So, I met with santagada and we sketched some of the basic moves for the game:



Later I went home, were leticia__n sketched a neat background for our city landscape:


 
 I think that's a very stylish city. If we keep it that way we'll have a unique style and that's totally awesome :)

Well, time to write some code, this game won't get made by itself. See ya!

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Mortimer the Lepidopterist - Catch as catch can

Posted by Cosmologicon on 2010/08/24 03:11

It's going all right so far, but I'm going to be pressed for time later in the week, so I might need to start thinking about cutting planned features soon. Still, I'm pretty sure I'll be able to get something playable before long, so that's good.

New version

Controls:
nab: space
leap: up
twirl: space+up

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Catch the Cootie - Here we go...

Posted by richard on 2010/08/24 01:14

I've been quite inspired by the theme this time around, which is a little unusual for me.

I have a game idea, and it doesn't seem to suck when I describe it to people.

In terms of code, I have:
  • level being loaded
  • player walking around and ... "shooting"
  • NPCs walking along pre-defined paths
I have tons to do, and I'm not sure how much I'll get to do, but it'll be fun to see how far I get...
  • "pickups"
  • NPCs making up their own paths*
  • player "levelling up"
Yes... "pickups" and ... "levelling up" ... heh ...

This is a new one for me since the map in this game is not regular.

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Suspended Sentence - Suspended Sentence

Posted by hodgestar on 2010/08/23 23:10

Day 2 got off to a slow start with most of the team members being at work. Notable progress during the morning included deciding on a name -- Suspended Sentence -- sorting out some Sphinx documentation (mostly the start of a walkthrough and a brief for artists). Jerith snuck in some unittests.

However, the evening saw good progress. Much of the initial scene is now in place and working:
  • Items can be picked up.
  • Items can be used on interaction areas.
  • Interaction areas can display descriptions.
  • The results of interactions can generate messages.
  • Fancy cursors were added.
  • Cryo chamber artwork coloured in.
  • First screenshot uploaded.
A lot of work is still ahead. We need to add animations and sound and there's a lot more content to generate than for Fox Assault last year. Big week ahead. :)

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Ball must be caught - What it is going to be

Posted by petraszd on 2010/08/23 22:51

I am aiming at simple logic game. Nothing fancy, but still I'm not sure if I manage to make it.

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Caught a cold.... - First steps

Posted by Bida70 on 2010/08/23 21:57

All right, time for an update. :)
Seems like I wont be having a huge amount of time on my hands. The game idea I've got right now is quite random. Basically you're a polar bear cub and the goal of the game is avoiding acme-like traps.
I've got the walk-cycle animated and the basic game logic working so in theory the only thing left is creating all the traps.... ;P

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