May 2012 challenge: “Mad Science”
GMOuse - It's aliiiive!
Posted by rgbDreamer on 2012/05/11 06:45
We have mice running in a maze, a maze editor, and several working mutations!
Mice are cute.
Mice are cute.
Sudo Science - So I started looking at other people's entries.
Posted by infinip on 2012/05/11 05:50
Dr. Chemical's Lab - Day Exhasted
Posted by Squish on 2012/05/11 05:00
Exhausted today but finished tanks. And lots of little updates
Tomorrow: finish title screens, and other little adjustments as needed.
Tomorrow: finish title screens, and other little adjustments as needed.
Uslingborg Defense - Screenshot - castle of questionable evilness
Posted by Cosmologicon on 2012/05/11 03:48
Is the master of this castle good or evil?? I like to leave things ambiguous.
Sudo Science - Progress: good
Posted by ikanreed on 2012/05/11 03:39
As usual, I think we have a very polished product this time, and we'll almost certainly be ready for the deadline. My music kind of sucks, but the entire mad science theme pushed my boundaries a bit.
The art is looking fantastic, and the cut scenes are smooth and professional looking. The level designers have come up with a bunch of great ideas and most are working. Most basic features are coded and in place. Unlike the music, the sound effects are all pretty appropriate feeling.
Also, while not python, and therefor not part of the competition, the level editor(built during the week), is worth a try when the game is out. We're all still having fun too, which is always good.
Also, since we didn't share it before, our repository.
https://pyweek14.googlecode.com/svn/trunk/
The art is looking fantastic, and the cut scenes are smooth and professional looking. The level designers have come up with a bunch of great ideas and most are working. Most basic features are coded and in place. Unlike the music, the sound effects are all pretty appropriate feeling.
Also, while not python, and therefor not part of the competition, the level editor(built during the week), is worth a try when the game is out. We're all still having fun too, which is always good.
Also, since we didn't share it before, our repository.
https://pyweek14.googlecode.com/svn/trunk/
Evil Dr. Logicow in Mind Control Island - Here's a 7% zoom of the city!
Posted by logicow on 2012/05/11 02:05
Most assets are done, just need to do the programming part -_-
Escape From Zombie Island! - Platforming Tests
Posted by PyWhiz on 2012/05/11 01:48
I've also done some platforming tests as you can see in that screenshot file. However, I did not
make that the screenshot because I didn't add the zombies yet.
make that the screenshot because I didn't add the zombies yet.
Mechanism - Mechanism: Days 4 - 5
Posted by mespringfield on 2012/05/11 01:36
DAY FOUR ACCOMPLISHMENTS
Implemented the logic/AI for drone character movement. When a drone collides with an object it either always turns right or always turns left and continues moving. The player will be able to predict drone character movement by watching its behaviour pattern when it collides. If a drone collides with the player character then the player character becomes infected with a virus and the game is over.
Also implemented rendering and logic for crates. The player character can push crates around in the level. If a crate is pushed into the path of an infected drone it will collide with it and immediately change course according to its pattern (always turn left or always turn right).
DAY FIVE ACCOMPLISHMENTS
Implemented logic for when game characters/objects collide with water. The player can push crates into the water to build bridges. Drones can fall into the water and be destroyed. However, the player character will refuse to enter the water (due to its self-preservation programming).
Implemented logic for teleporters, universal multi-purpose devices (UMD's), and level exits. I've decided that UMD's will actually serve only one purpose: remove infected robots from the level.
Also finished designing, building, and test-playing the first two levels of the game.
ONWARD!
Most of the game programming is complete, but I have lots of loose ends to tie up. Here's what I'm planning to accomplish over the next two days:
Implemented the logic/AI for drone character movement. When a drone collides with an object it either always turns right or always turns left and continues moving. The player will be able to predict drone character movement by watching its behaviour pattern when it collides. If a drone collides with the player character then the player character becomes infected with a virus and the game is over.
Also implemented rendering and logic for crates. The player character can push crates around in the level. If a crate is pushed into the path of an infected drone it will collide with it and immediately change course according to its pattern (always turn left or always turn right).
DAY FIVE ACCOMPLISHMENTS
Implemented logic for when game characters/objects collide with water. The player can push crates into the water to build bridges. Drones can fall into the water and be destroyed. However, the player character will refuse to enter the water (due to its self-preservation programming).
Implemented logic for teleporters, universal multi-purpose devices (UMD's), and level exits. I've decided that UMD's will actually serve only one purpose: remove infected robots from the level.
Also finished designing, building, and test-playing the first two levels of the game.
ONWARD!
Most of the game programming is complete, but I have lots of loose ends to tie up. Here's what I'm planning to accomplish over the next two days:
- Implement automatic saving of game progress after each level is completed
- Implement menu and information screens
- Implement laser beams!!!
- Tweaks to the shapes and colors of game objects
- Design and build the remaining levels (as many as I can before the deadline)
- Testing, testing, testing
- Write-up the readme file
- Package everything and upload
Heads and Tales - Today's graphic of the day is...
Posted by ahdok on 2012/05/11 00:58
(Rolls dice)
That's a pretty fine red X.
That's a pretty fine red X.
Defend Mechanicsburg! - Defend Mechanicsburg: Friday, part 1
Posted by gcewing on 2012/05/11 00:45
Enemy side is now building units and sending them off, and they're seeking out things to attack.
Lesson of the day: It's a good idea to make sure that a unit can't attack anything after it's dead!
Lesson of the day: It's a good idea to make sure that a unit can't attack anything after it's dead!