August 2010 challenge: “Caught”

Birgus Latro - The final push

Posted by skaro on 2010/08/28 03:30

I have an engine, an endless supply of coffee, 20 hours, and a 20 hour long 1970s progressive rock playlist.

 It is time to code.

 

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Most Wanted Hipsters - Playable (Kinda)

Posted by dummey on 2010/08/28 02:50

In the beginning, I had this great idea. Approximately 5% of this great idea has made it into the final game. I really really need to plan things out a bit better, because there are only so many hacks that can fit into one program before everything starts breaking. 

What I have now is a playable game. It is missing some graphics, but it going to be close to what I submit. Am I happy about it? I am happy about everything that I have learned from making this game. I am, however, a bit ashamed at how the game has turned out. I'll just have to take my lessons and do better next time. 

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Voices Under Water - A rose by any other name

Posted by safe on 2010/08/28 00:04

This evening was surprisingly productive.  The game is sort of playable and is just about believable as long as you read the story that goes with it.  I introduced a bit of sound courtesy of my other half's niece (still need to get her permission!) and all the unit tests pass (only kidding).  Tomorrow I'll add a bit of spit and polish to the artwork.

By the way, my entry is called Superfly Funky Stuff - does that mean my game has to be called Superfly Funky Stuff?  The game is neither funky nor has it anything to do with flies - though now I think about it, maybe I should have made a game involving flies rather than dolphins!

It's about time I put up a screen shot ...

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Suspended Sentence - Dammit, JIM, beep boop boop beoop!

Posted by hodgestar on 2010/08/28 00:03

Today Team Boomslang rallied against the Lurgi, producing artwork for the machine room, engine room, crew quarters, mess and numerous other odds and ends. The space ship was briefly invaded by a flying fish (and fishbowl with castle) but rapid bug fixing saw the rebellion against gravity put down in short order.

In among the flurry of artwork the team continued to hook up plot elements and game logic, sprinkling both liberally with (hopefully) amusing dialogue and references.  The test suite gained a walkthrough test that attempts to play the game through from start to finish.

On the audible front a tool for easily manufacturing beeps was added and, lo, many beeps were created. Boop. The interaction area placement tool was fleshed out and gained better support for a host of different tasks.

Debugging rectangles can now be turned off from the command-line to help pick up aesthetic issues. Animations, descriptions and other items that can't be interacted with no longer highlight the cursor

There's a lot of work to be done tomorrow still but we think we're in reasonable shape. The team plans to meet for breakfast in the morning before commencing the final sprint.

The boomslang is a timid snake.

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You feel a sudden urge to run... - Not quite done yet, but moving fast

Posted by kcfelix on 2010/08/27 22:27

Well, we had some two slow days on this pyweek, but now things are moving, and pretty fast! Thanks to cocos2d we have the scene management completely done. The physics are working well enough for now and we're starting to put our nice graphics. 

The level graphics are based on several drawings by leticia__n very similar to the one you see on the first diary entry.


 
For the character, we decided it would be easier to animate if we used a 3D character and rendered the later. After my very lame attempt of doing a nice 3D stick figure, I decided to look for a ready made rigged char and found this one (the first one. MTI Stickman) and it's perfect for our game! The rigging is totally beyond anything I could've done myself. It's so easy to animate!

 

And just some moments ago we managed to get the running animation inside the game. Here's a still frame as a teaser:

 
Well, I have no idea if the game will turn out good, but I know for sure it will be stylish :) Just wait for those buildings.

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Run Rabbit, RUN! - Done!

Posted by Evdude on 2010/08/27 22:27

I think I'm finished. Here's the game.

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Hextrap - All done but for the polishing...

Posted by scav on 2010/08/27 21:00

We have a game; it has enough levels, it has enough challenge. It has pretty colours and interesting sound effects as planned.

Tomorrow is polishing day.  A day for experimental git branches, bug fixes and final testing on whatever windows machines we can find.

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Davide Rules - Close to the end (of the game)

Posted by ilseppia on 2010/08/27 19:50

Considering this pyweek experience, I am very proud of my work, did I really make it in just one week? Wow!
The game still have several small problems and still misses sounds, but it works and is playable.
It is my little success, regardless from the result.
Can't wait to read your feedbacks, I'll upload the almost final version very soon.

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Unnamed rpg - Day 5? 6? Last minute crunch

Posted by saluk on 2010/08/27 19:13

Wow, how did it get to be day 6 already. I guess it's technically day 5 for a few more hours. I haven't made much progress, not having any time yesterday, but the core of the game engine is getting pretty close. I'm not as happy with combat as I wanted to be at this point, and there are still tons of little things to do programing wise. I haven't had time to do content at all - there is a good chance that this ships with an editor, some test combat scenes, an editor, and no real levels. on the other hand, since there is an editor, if I do get any time to build some stuff out, that part shouldn't be too difficult.

Most recent addition was equipable armor and weapons. I'm pretty happy with how their stats work. Guns alter your accuracy stat as well as setting the maximum damage. Armor has a coverage defining how likely a shot is to hit that armor, which mitigates some of the damage.

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Catch the Cootie - Throwing in the towel

Posted by richard on 2010/08/27 12:43

I've given up on the concept - I'm just not sure it's going to make a good game. Also I'm bushed from a solid week at work.

I will upload what I've managed so far, and I'll write up some about the ideas I had.

I also intend to write up a post talking about the navmesh generation / solving I used, as that's potentially useful to others (the A* code I've got is way, way simpler and more Pythonic than other Python A* code I've seen).

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