September 2011 challenge: “Mutate!”
Magical Elemental EGGS! - I have a new objective for you Chief: Redesign
Posted by Python Jedi on 2011/09/14 22:37
After watching some stick figure animations, I had an idea pop into my head. What if you have to escape from some facility (much like portal) and use elemental powerups to do so. This removes all AI code, eases strain on tiling, reduces time spent on reworking .level files, adds simple objective, and the only thing I would need to add are switches and doors along with elemental powers. all right then, let's do this!
Mutation Hunter - Lessons learned
Posted by bitcraft on 2011/09/14 22:22
This is my second pyweek, but I should have learned from the last one to set some limits and not let the project get out of hand. Going solo this time has really put a strain on me, and there are many parts of the game that will not get finished. As a plus though, I will have a pretty cool library to work with for future games, and the one I'm making now will def be pyggy worthy!
Also, i'm 100% coder, I really, really suck at doing the artwork. The screenshot obviously isn't my original work, and today I'll have to get something to replace it with.
Also, i'm 100% coder, I really, really suck at doing the artwork. The screenshot obviously isn't my original work, and today I'll have to get something to replace it with.
Foreseen Yet Unpredictable Invader - A bit more on those mutating firework-shooting aliens
Posted by ThibG on 2011/09/14 20:48
Hi again!
As expected, I have made almost no progress today. I've only worked on the in-game user interface (and on another small surprise you'll discover when playing the game).

But anyway, I'll take a bit more time than usual to go a bit deeper in the details of the way those aliens work.
As I said earlier, you're fighting only one boss at a time. This alien has an initially blank code (all-0 code), of which one random bit is swapped each time you hit the boss. The code runs in a VM specially studied to make the boss more interesting at each mutation, by mapping more ellaborate instructions to opcodes with a higher number of set bits. The same goes with any value, there are no float, only 8-bit integers and rationals, where the most significant part is not any individual bit, but the number of set bits.
This system seems to work quite well, although it would need a bit more tweaking to make the challenge come a bit earlier in the game. Anyway I'm quite happy with the results!
Hopefuly I'll be able to do some menus, intros and things like that tomorrow!
As expected, I have made almost no progress today. I've only worked on the in-game user interface (and on another small surprise you'll discover when playing the game).

But anyway, I'll take a bit more time than usual to go a bit deeper in the details of the way those aliens work.
As I said earlier, you're fighting only one boss at a time. This alien has an initially blank code (all-0 code), of which one random bit is swapped each time you hit the boss. The code runs in a VM specially studied to make the boss more interesting at each mutation, by mapping more ellaborate instructions to opcodes with a higher number of set bits. The same goes with any value, there are no float, only 8-bit integers and rationals, where the most significant part is not any individual bit, but the number of set bits.
This system seems to work quite well, although it would need a bit more tweaking to make the challenge come a bit earlier in the game. Anyway I'm quite happy with the results!
Hopefuly I'll be able to do some menus, intros and things like that tomorrow!
Switch Racer - Another DNF
Posted by malcolmt on 2011/09/14 20:27
Well, life imploded a bit the last few days. No chance I'm going to get something finished by the deadline. Game over. :-(
muntantris - Blocks finally mutate
Posted by dotteri on 2011/09/14 20:21
Well, the blocks finally mutate ^^. In mutantris you can choose any block type: O, I, S, Z, T, J and L. Yeah, you think that you can pick I always for earn a lot of points. Ha... thanks to the "stale-block negation" you can't earn points doing this. >:P
P.D.: Ah! Finally i have a microphone that works!! I can hum the "tetris theme" and use it in the game.
P.D.: Ah! Finally i have a microphone that works!! I can hum the "tetris theme" and use it in the game.
The MutationGun(TM) - The Fourth Day
Posted by Ernie on 2011/09/14 19:50
Today I finished the mutation handling. The enemies got AI and are attacking you. Tommorow I will work on differences between different enemies. Although they will all look the same. I also have to work on a story so that i can get to Level design on friday.

In the upper left corner is the mutation-display. There are clockwise: the spikeMutation, the jumpMutation, and the speedMutation. With the spikeMutation you can attack the enemies. The other two are self-explaining. Underneath there is the healthbar (which is also pretty self-explaining :)

In the upper left corner is the mutation-display. There are clockwise: the spikeMutation, the jumpMutation, and the speedMutation. With the spikeMutation you can attack the enemies. The other two are self-explaining. Underneath there is the healthbar (which is also pretty self-explaining :)
Mutagion - Fargo may be lost to us, but we have won
Posted by saluk on 2011/09/14 19:42

I added population data to cities. I played a game where the virus started in fargo. It didn't have enough time to spread to any other city, so I basically won.
Now for the mutation, perhaps it should adjust it's kill rate if it sees that it is running out of hosts?
But still it was pretty cool to "win" even though there are still no player actions available!
This is a more common occurance:

Everywhere is hit, but one or two holdouts survive.
Mutation 13 - Day 4
Posted by rokapalinka on 2011/09/14 19:37
It seems I finished the game. Just need some testing before submit it. It eill be av ailable in source and win32 executable. So lets hope at friday i can upload it.
Automata - Fighting enemies with cellular automata!
Posted by hidas on 2011/09/14 19:20
Enemies have now been added to the cave. Your defense: causing them to run into "lifed" tiles. You can give a block life by colliding with it. If a block has life, it turns green. The enemies will follow you constantly.
I uploaded another demo. If you have a slow computer you probably won't be able to play it. It runs between 14 and 20 FPS on my Intel Core 2 Duo machine with 4 gigs of RAM. Time to optimize!
I suspect people will develop their own ways of causing the enemies to run into lifed tiles, so post your strategies! I want make enemies that appeal to all playing styles!
I uploaded another demo. If you have a slow computer you probably won't be able to play it. It runs between 14 and 20 FPS on my Intel Core 2 Duo machine with 4 gigs of RAM. Time to optimize!
I suspect people will develop their own ways of causing the enemies to run into lifed tiles, so post your strategies! I want make enemies that appeal to all playing styles!
David Colgan - Progress on my underwater scrolling shooter with fish guns and mutation
Posted by davidscolgan on 2011/09/14 16:11
Hello all. My name is David Colgan and this is my first PyWeek. I've been wanting to participate in these contests, but I've never been available when then happen, so I'm excited to finally get a chance to participate.
My game is a scrolling shooter that takes place underwater. The player is a tiny ship and is surrounded by many kinds of fish. There is an evil source of pollution somewhere at the end of each level, causing the local sea creatures to mutate! At the beginning of the level, the corruption level is low, and most fish you come across are friendly. When you touch one of these fish, they join your cause by attaching to your ship and becoming a gun (yes, here it starts to get a bit ridiculous, but that's the fun, right?). So far the only fish type is machine gun sharks, but I plan to add electric eels, plankton swarm, alligator armor, dolphin snipers, etc.
As the corruption level rises, the amount of friendly fish decreases and enemy mutated fish start to appear who fire on you. The corruption level begins at zero and goes to 50% at the very end of the level. However, you also have a very dangerous super-weapon - the radiation gun. Firing it is very powerful, but causes the corruption level to increase, allowing the final corruption level to get up to 100%. The corruption level directly corresponds to the percent chance that a newly spawned fish will be an enemy. So you want to grab as many guns as you can at the beginning because there won't be as many at the end.
I'm also hoping to get boss fights in here too.
Here are some screenshots of the progress:
After day 2 or so, fish are attaching to your ship and firing bullets.

After day 3, enemies appear according to the corruption rate and bullets do damage to the enemies. I also have explosions, because fish definitely explode when they die.

I have a blog at lifelessboring.com where I hand draw pictures for my posts. I am doing all the art myself in a similar style. I'd like to also make all the sound effects myself, either with my mouth or by smashing things together.
The game is coming along; I just hope I can finish it in time. I would welcome any comments or critiques.
The code is on GitHub if you want to try it out: https://github.com/dvcolgan/pyweek13.
My game is a scrolling shooter that takes place underwater. The player is a tiny ship and is surrounded by many kinds of fish. There is an evil source of pollution somewhere at the end of each level, causing the local sea creatures to mutate! At the beginning of the level, the corruption level is low, and most fish you come across are friendly. When you touch one of these fish, they join your cause by attaching to your ship and becoming a gun (yes, here it starts to get a bit ridiculous, but that's the fun, right?). So far the only fish type is machine gun sharks, but I plan to add electric eels, plankton swarm, alligator armor, dolphin snipers, etc.
As the corruption level rises, the amount of friendly fish decreases and enemy mutated fish start to appear who fire on you. The corruption level begins at zero and goes to 50% at the very end of the level. However, you also have a very dangerous super-weapon - the radiation gun. Firing it is very powerful, but causes the corruption level to increase, allowing the final corruption level to get up to 100%. The corruption level directly corresponds to the percent chance that a newly spawned fish will be an enemy. So you want to grab as many guns as you can at the beginning because there won't be as many at the end.
I'm also hoping to get boss fights in here too.
Here are some screenshots of the progress:
After day 2 or so, fish are attaching to your ship and firing bullets.

After day 3, enemies appear according to the corruption rate and bullets do damage to the enemies. I also have explosions, because fish definitely explode when they die.

I have a blog at lifelessboring.com where I hand draw pictures for my posts. I am doing all the art myself in a similar style. I'd like to also make all the sound effects myself, either with my mouth or by smashing things together.
The game is coming along; I just hope I can finish it in time. I would welcome any comments or critiques.
The code is on GitHub if you want to try it out: https://github.com/dvcolgan/pyweek13.