August 2010 challenge: “Caught”

Suspended Sentence - All systems go!

Posted by jerith on 2010/08/29 00:39

We have a complete game, including (almost) everything we wanted to put into it.

This has been an epic adventure, full of obstacles to overcome and a hostile universe to battle against. And our pyweek experience was pretty cool too.

We have a malicious computer. We have failing life support systems. We have lots of skeletons scattered about the place. We have rooms full of vacuum. We have gigantic mutant broccoli. But none of these can stop us, because we also have a fishbowl and about a parsec of duct tape.

The final day started with a leisurely breakfast and strategy session at a local garden centre, which ended with a dash to our coding venue (thanks, boss!) and mugs of coffee all around.

The major outstanding items were artwork (colouring several backgrounds, drawing lots of small items) and hooking up the game logic. We didn't really have much engine work to do, beyond fixing bugs as we found them and adding a handful of minor improvements that came to us during testing. Much rewriting of descriptions and dialogue happened as well, and our Editor in Chief (also our Art Director) only found one glaring tyop after the final upload. (We're calling it memory corruption in the centuries-old computer system and pretending it's an easter egg.)

I think we've managed to strike a balance between interesting puzzles and a game that's easy enough to finish in the amount of time a typical pyweek judge can devote to it. We also uploaded a complete walkthrough to help people who get stuck making a helmet out of the aforementioned fishbowl and duct tape.

The speedrun record is currently held by stefanor (1:48) who cheated by being faster than the rest of us. And not forgetting about the detergent bottle in the mess hall.

Now, to sleep.

2 comments

-blank- - What a wild ride...

Posted by RB[0] on 2010/08/29 00:36

So this is my first entry ever where the total size is under 500kb and only 20kb of that is data!!!

Bad news:
BUGS! Up until the last 2 hours we didn't seem to have any, then it all fell apart :(
Basically, we are limited to using our big fancy network engine to just play single player! Which sucks so badly it isn't even funny :(

No sound, and little gfx, not even any animations...

So, from a pyweek perspective - this game is total fail.

Good news:
From the perspective that I completed all of my goals going into it. It sorta almost works, and can be continued later - I am very happy.
We have a multiplayer, mod engine, etc.
Everything is easy to add, once you get around the bugs.

Conclusion:
So, everyone, play the game, use the server to chat then play singleplayer, beat the AI, adn post in how many turns you do it.

If you wish to mod it (which is possible, just check /data/scenarios for the main game scenario to use as a template) post it here too.

5 comments

Voices Under Water - Done for now

Posted by safe on 2010/08/29 00:08

Voices Under Water 1.0 is now available!

As expected, there's much more that could be done but it's time to stop, at least for now.  Hope to develop it a bit further sometime.

Pretty happy to have coded relatively convincing physics of splashing in and out of the water.  Note to self to check if using something like pymunk might have made sense.

Had fun this afternoon adding a few DIY sound effects.  I employed the help of my other half, Annie, to record some splashing water in the bath!



That's all folks.  Enjoy the game!

1 comment

Aerocapture - Finished! Just!

Posted by PyTM30 on 2010/08/28 23:56

I hope it works for everybody. You might need pyglet, kytten and cocos2d if I didn't attach it properly. I'm quite pleased with it but it definitely needs more time.

4 comments

Prism Break - Game checked in

Posted by ldle on 2010/08/28 23:51

Well it has been one long week. My partner dropped out the end of the first day. I was forced to come up with a totally new and downscaled idea. I went out on a limb this Pyweek and based my game off a C Extension wrapper around libtcod. This means that I would have to compile this library for all the platforms I wanted to support.

This didn't go as planned. The guy I had setup who was able to compile lin64 and OSX for me, got busy this week and disappeared. I struggled very hard to get the extension compiled by various strangers on freenode's IRC server. Some were successful in getting it compiled but then it wouldn't work on other people's machines with the same platform.

I'm sorry OSX and Linux 64bit users!

Please try to find a machine to try my game on as there is a very solid game to be tried! Hopefully my efforts wont go to waste. Well I had a lot of fun hope you guys enjoy Prism Break and I can't wait to try all entries!

ldlework

4 comments

Unnamed rpg - Not quite happy with it, but it's something

Posted by saluk on 2010/08/28 23:49

Note: Ignore the menu, it doesn't do anything useful, and on linux you may need to fix the line endings on data/items.txt

I think most of the bugs are gone. The game balance is waaaaay off. It was too hard up until recently when I realized that the player's statistics weren't getting copied to the fight scene (so every fight you were basically level 0). Also, there was a bug with the armor statistic in that other than equipped armor, the characters armor level (sort of like defense) wasn't being applied unless the shot happened to hit one of your armor pieces. Those two fixes changed the balance a lot, so it's probably way too easy. You also level up insanely fast, by the end of the (very short) game, you don't even need to aim and you can get a perfect shot every time.

I don't know if I'll expand this post pyweek, but if I do, there's certainly a lot of issues with the combat alone to work through.

Also I never got around to adding spells, which were a major part of the story. Oh well.

8 comments

Birgus Latro - Finished and Funky Fresh!

Posted by skaro on 2010/08/28 23:40

For the first time in three years!

Hope the game is fun and works for everyone. It seems fine in Ubuntu Lucid and Windows Vista with up to date python and pygame. 

I'm kind of enjoying the play testing at least.. I think that there need to be difficulty and game mechanic tweaks, for sure. Too easy once you have a lot of money saved.

 
Happy coding to all in these last few minutes!

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Aaarrgghh!!! - Fun times

Posted by alia on 2010/08/28 23:29

Well that was fun.. seem to be having problems as usual to upload but thats ok.. :)

our current tip is adf1a84a8c (http://code.google.com/p/gamecomp/source/list)

we'll try to get it uploaded as soon as possible. but might require a little nap first! (trying to upload osx build atm - well work on py2exe & linux dist tomorrow)

Cant wait to see what everyone has done.

New NaN team - we'll improve next time for sure!

A.

5 comments

Caught in a Cube Maze - postponing the upload

Posted by tartley on 2010/08/28 23:24

Well, I have *something* to upload: A cube wanders serenely through some unsatisfying 3D mazes to a bumping soundtrack. An exercise in zen, maybe, but it's not really a game. Oh well.

My upload is barfing at about 10%. Presumably this is a busy time to be uploading, I'll try again tomorrow. Glorious bedtime!

11 comments

Catch the Cootie - "final" version submitted

Posted by richard on 2010/08/28 23:23

I've uploaded version 0.1 - the nowhere-near-complete-by-far version of the game.

.

The IDEAS file in the game ZIP indicates things I intended to implement. The biggest one not done is the collection (catching) of new infections from around the playing area.

Other important things not mentioned in that file that I didn't implement:

  • player collision with the level (yes you can walk through walls)
  • detection of the end of the level

Both really easy but as I mentioned previously I just ran out of energy to keep going with this game.

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