September 2011 challenge: “Mutate!”

not-sure-yet - Day 1.5

Posted by aqfire on 2011/09/12 05:30

Last night at 7pm I awoke (after a benadryl-induced nap) to discover that the contest had started earlier than expected (5pm Pacific Time to be exact).  One teammate and I discussed a few details about the project, and fleshed out the idea.  

Today at 1:30pm the four programmers met to discuss the project:  
1. We will use pygame as the underlying engine
2. We use MVC architecture to separate the data from the logic from the view
3. Details of the game will be shared later, for now we are just happy to agree on something.  

A group of 4 people with different ideas of how to accomplish something can make it difficult to come together on a design and effort, but somehow we are making it work.

Accomplishments so far:
1. Keyboard input accepts arrow keys to move and esc to quit
2. Tiles display on map from CSV format
3. Characters appear on map, but in the wrong places.  Working on the math for this will be a bit complicated for me.

Good luck to all the contestants!

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The griningrobot game studio - Day 2, well ... "good morning"

Posted by griningrobot on 2011/09/12 05:27

Ok, it is supposed to be day two. 
My plan to get enough sleep did fail massively.

The whole night I rolled around in my bed and thought about the game,
waking up from time to time. Also I went to bed a little too late,
let's hope this day we will be better.


- Chris Epelsheid 

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Rise of the Mutant Empire - Stop the Mutant Invasion!

Posted by ehsanul on 2011/09/12 05:26

A bio-engineered virus, created by the super villain mad scientist (duh), turns everyone it touches into monstrous mutants. Most of the country has been mutated, and its up to you to protect whoever's left! Kill all the mutants, they can't be saved anymore.

Just make sure they don't touch you. And If the mutants touch any of the people you're protecting, they turn into mutants themselves and will turn on you. If you lose too many of them, what's the point in going on?

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Clint Kelly - Day 1

Posted by clintnosleep on 2011/09/12 05:24

Planned to spend today writing code and got caught up with NFL week one... so sad!  I am very new to pygame (although I've been programming with Python off-and-on at work for years) and I thought this would be a fun way to motivate myself to get something done.

I'll probably try to write a simple shooter or something like that.  Step one will be to find some open-source sprite graphics!

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M - Monster mutations + goals for tomorrow

Posted by nqe on 2011/09/12 04:40

Won't have nearly as much time and energy to dedicate tomorrow on this but I'll be optimistic and outline some goals:

1) Get texturing figured-out/working. This may take anywhere from an hour to who knows how long.
2) Get a monster to move in-game. Since I'm not doing any fancy animations, movement will be an alternating rotation on the y-axis + forward translation. Hopefully it doesn't look like utter crap.


As far as upgrades available to the player (i.e. mutations) I've decided to keep it somewhat simple (I think):

The upgrade tree will be a perfect binary tree and the player will be able to make up his monster army by choosing which mutation path to take:

Legs: runs on the ground
    Longer-legs: +speed
Stronger-legs: +health, +speed, +dash(maybe)
Bigger-size: +health, -speed, causes towers to attack him (from fear)
    Arms: +health
Arm-shields: +health, +block%
Healer: (you need arms to heal, right?) heals nearby units
Wings: flight
    Figure this out later


Also need to figure out which towers will be good against which monster.

To keep the game interactive outside of choosing mutations and monster composition, there will be a timing element of when does the player want to send in a monster. Might add tower cool-down times to increase skill depth of timing.

 Bluh, so much to do.

Chance of some sort of playable product: 8%

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Alison In Wonderland - Alison in Wonderland - The horror of programmer art

Posted by Hugoagogo on 2011/09/12 02:32



The horrors of programmer art

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Alison In Wonderland - Alison in Wonderland - Day 1

Posted by Hugoagogo on 2011/09/12 00:44

I was to tired to post this up last night so here it is now.

Development was progressing really well from the start, the theme was announced, i decided upon a game idea and development begun, within about 2 hours i had my fancy tile/material loader working and decided to try doing some lighting

At first this was a simple sounding task, and i had the basics written in around 30 minutes. But it was ungodly light with the ability to shine though walls in the vertical direction somehow, what should have been some dead simple raycasting turned into a 5 hour bug hunt eventually resulting in some nice little demo graphics






Hopefully i will have Alison running jumping and mutating by the end of the day

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Gene Lancer - Four hour delay at the airport -> solidified gameplan

Posted by skaro on 2011/09/11 23:23

Four hours of lager-augmented game pondering down, 6 hours of cross-continent flight to go.
Game: Gene-Lancer
Genetic-algorithm based automata battle it out in simple 2d vector arenas. They all have equal sensing, motive, and attack abilities. It is their control algorithms which will mutate, evolve, and (giggity) breed.

Non-Goals: Evolved morphology would be awesome (a'la Karl Simms), but I would rather have a finished bag of featureless automata than a big unfinished concept.

Base-Goal: Guide the evolution of your little (most likely circular) gladiators and pit them against each other for the players' personal enjoyment.

Strive-Goal: Online leaderboard and battle server for players to stage battles between their automata for top ranking!

Goal for the flight: Vector and ray-casting utilities.

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FEAW - Day 1 is setup day

Posted by GruikInc on 2011/09/11 23:16

Hi fellow PyWeek-ers!

Welcome to the first diary entry of the "Still Looking" (for a team title) .
We hope your day was great. Ours went well :)

 First of all: waited until 2 AM here in France to discover the selected theme. "Mutate!"? Yeah!
 
Then first setup before going to sleep @ 4. Mercurial repository is up and running, the basis of the game engine are coded and allow us to have a basic background and menu displayed.

After a brief night, let's see the detail of our game: FEAW. The story? You are a Cockroach and you are hungry. You begin in the garden of some house and want to get in the kitchen to lay in this wonderful trash can full of food.
A long and hard way to go. But hopefully, you can find and use mysterious gems to mutate and get really useful powers. What kind of gems? Which powers? Well you won't know that today.

Now let's decide how the game should look. The problem: elghinn and GruikInc. (that's me) can't do much for that. So here comes our friend cha and all her nice ideas and drawings. Another talk to decide the details of the assets files and the graphical chart is defined.
And we didn't have to wait for a long time before the first backgrounds and sprites took life. But you'll have to wait for the next entry to have the privilege to see 1 of them ;)

To be continued...

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Unfinished Mess - And so it begins.....

Posted by davec on 2011/09/11 23:09

Take a look at that screenshot. Don't try to take all of it's awesomeness in all at once, or it may become too much.

Well... I finally got my code started. This PyWeek is going to be an interesting one for me, because I have loads of other stuff to do this week (boo!) and I'm going on holiday on Saturday so I have to get this ready by Friday evening. Because of that, I'm keeping this game design as simple as flipping possible. Not as simple as it is at the moment, of course.

I promised myself that this time around, I'd upload my work each and every day - warts and all. It doesn't do much, and I'm not going to reveal what I'm up to with regards to the design just yet. 

Hope you're all enjoying the competition. 

Dave

  

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