April 2011 challenge: “Nine Times”

nanite_fight - Good morning pyweek

Posted by rgbDreamer on 2011/04/08 13:45

Yesterday I went to bed at 14:00 and woke at 17:30.  Today somehow I wake up at 7:30 and birds are chirping and I have two donuts left and I am excited to pyweek!

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Super Salaryman - Deadline Approaching but Getting there

Posted by Smitty333 on 2011/04/08 12:22

Have finished random level generation and just have enemies to do. This will be pretty difficult but I do have a basic outline done which I can extend from. Hopefully (fingers crossed) it will be fun to play

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Art Attack - Team Wasabi - Day 5.5

Posted by mauve on 2011/04/08 12:09

Is it day 6 already? Blimey.

The slow and steady progress has been paying off, with almost all of the painting mechanics and other elements that are absolutely required for the game to be playable coming together. But we've still not tackled PvP, which is a fairly fundamental omission too, as without it you cannot defend your artwork.

Today's screenshot includes the scoring and victory/defeat banners:

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tblob - Not enough done...

Posted by hidas on 2011/04/08 11:44

My game is not nearly ready, and there's only a day and a half left in the challenge.
I'm going to make a mammoth effort today and tomorrow, and submit what I can.

TODO:

Today:

Write better HUD
Finish animation for Mean Knight
Make 4 more levels
Compose and record some music

Tomorrow:

Draw backgrounds
Make boss
Package and test game.

I'm not sure I can do all that, but it needs to be done. 

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Worst Case - First pictures from the reactor site

Posted by macrobe on 2011/04/08 07:13

We have a screenshot:

Only a single worker is trying to maintain the power plant.
Hopefully he will get some support soon.  

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ThEdA_P12 - There is always something Left to do

Posted by gizmo_thunder on 2011/04/08 06:07

I've managed to code the menu and the level locking mechanism. Worked on creating the artwork for the menu. If you beat the best times of a level, complete without using hints the medals appear on the levels. Im' pretty happy with what i have for the menu, and how the data is handled for storing the play through information. I still have to add audio though.

I might add more levels, but the priority right now is to get some audio work done. Also since i used inkscape as level editor, anybody can create levels for the game and all they have to play the level they create is to copy the svg file in the data directory and it will show up in the menu. You will have to play the previous level (in the menu) to unlock it though :)

Here is a screenshot of the menu in action.

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The Mysterious Tower - Running out of time, still so much to do!

Posted by logicow on 2011/04/08 05:39

We're running out of time, and we still have SO MUCH to do, even though we're progressing quickly.

I'm not sure how complete our game will be by the time the deadline arrives.

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Nines Time - Emotion

Posted by bdilly on 2011/04/08 04:49

Sound and music were added to the game today, using bindings for Emotion library.

Also was implemented a cooldown for operations, so the player have to wait a bit before using the same operation again.

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Nine Tales of the Kitsune - Day 5: NPCs can interact

Posted by hodgestar on 2011/04/08 00:08

Work in the morning and roleplaying in the evening ate into previous game development time today.  Stefano was our one hope for a productivity but unfortunately his battle with the Lurgi remains delicately in the balance. Only 28 commits made it into the repository since last night -- there's now a scary amount left to do before Saturday night.

Lest it appear that all is doom and gloom, let me list things that did get done today:
  • A lot of new artwork was created but hasn't made it into the repository yet.
  • Tests for NPC dialogue trees were created and these turned up a few bugs that are now fixed.
  • Our kitsune hero gained attack animations.
  • Initial support for background music tracks.
  • Torii were added for moving between levels.
  • Made a good start on displaying NPC dialogue in game.
  • You only get one fish.

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Nine Times - Refactoring is FUN

Posted by adrwen on 2011/04/07 22:33

Well, not really, but sometimes you just have to do it.

I did it today, and made great progress on the game. Not much has changed visually, but the following has changed under the hood:

  • The file structure has been completely redesigned
  • The game has been adapted to a more MVCish style
  • Lots of constants have been added, so that game is easier to configure
  • The player's greatest score is recorded separately
There have only been minor adjustments visually, here's a screen shot:

That's right, now you can see not only your current score but also your previous score, how much it has changed and which score you reached at most (it may differ from the current score if you have missed a clock).

I guess this is what I have left:
  • Making the text fit
  • Transforming the score to ints
  • Balancing the game so it becomes harder, easier and finite
  • Introducing the ability to lose
  • Slightly improving graphics
  • Making sure it's easier to keep track of your score
  • Making menus
  • Writing readmes
  • Applying a license (I feel compelled to try the EUPL - it's multilingual... no polylingual!)
  • Replacing the decorator mechanism that keeps track of the score, it's uncool.
The keeping track of your score part is really one of the most important bits, what would Tetris be without the high score?

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