May 2012 challenge: “Mad Science”

Urok - Too complex?

Posted by mmkay on 2012/05/08 21:47

I'm starting to think that my concept is a bit too complex. Especially that I've spent about three hours writing 69 lines of code and all that it does right now is showing this on screen:



But hey, it works!

I think I'll focus on getting the battle to work and the rest might be done if time allows. I learned a few things today, though:

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Return Of The Daft Spaniels - Day Three - Panic and Ideas

Posted by daftspaniel on 2012/05/08 21:34


Okay - starting to panic a bit now as we head towards halfway. Today was always going to be the worst day for getting code written. Spent my lunch doing a mind map of remaining tasks. Then I had to go buy a bike before getting coding late evening. Still I got some text messages working, components on the map (see grey box in screenshot!). Also made the map hide unvisited areas and optimised the world creation code. Maybe not too bad a night for progress.

Wrote on plan 'Keep it simple and complete'. Would be nice to spend more time on palettes and light shading but alas priorities are aligned elsewhere. Tomorrow we meet the bad guys!

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This is science, please! - This is science, please! Days 1, 2, 3!

Posted by ThibG on 2012/05/08 18:35

Hi pyweekers!
Here I come, with “This is science, please!”,
while this game's future is uncertain, I thought it was great time to post something about it.
Basically, it's going to be a plate-former about, guess what, a Mad Scientist!
This is supposed to be a team effort, but everyone on the team is plagued with lots of work and unexpected events.
Although I relied on the other members, I'm currently the only one working on this entry, but I hope this will change and that we will be able to deliver a playable game by the end of the week! 

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Dbay - Still being garbage

Posted by Dbaiawy on 2012/05/08 17:26

3 hours was devoted to write some test codes. Looking over Albow's source was quite enjoyable. The project status is still alpha stage and what I've done is less than 5% of total. Nothing playable at the moment. I have to think about shrinking the project itself...

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Yellow and Dangerous - Day 3

Posted by allefant on 2012/05/08 17:02

I spent all night yesterday trying to fix a bug in my isometric sorting but couldn't figure it out. And then had to think of it all day today. When I finally got home I added lots of print() statements throughout my code and eventually figured it out.

Floating point numbers don't work as you would expect at all. Just because x = a + b doesn't mean that x >= a + b, apparently. After using x + 0.1 >= a + b it suddenly started working...

Unfortunately I hit another problem. My algorithm creates a mask for each block it draws and then draws all other blocks in front of it with the mask active. So for a map with 100 blocks I might end up drawing several thousand blocks... which is too much for Python and/or my GPU. So next is figuring out a way to optimize this, probably by trying to pre-sort the blocks and cache the overlapping ones...

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python:PULSAR - Day one and two

Posted by aliswee on 2012/05/08 15:56

Day one:

Got together with Luke to 'mind map' our ideas on the theme. I had benn fermenting an idea of making a 'Pang 96' remake; Luke basically said "No". Rightly so, we want to make something fresh and new and remake aren't that. So with that mind we took inspiration from the theme and my favourite mad scientist - Nikola Tesla - and came up with some kind of quantum physic, electromagnetism inspired idea. Sweet.

Day Two:

Bank holiday in the UK. YES! Plenty of time to code, or at least that's what I thought, it went something like this:

14:03
At this point we have two players that move, using accelaration.
The players bounce off walls and switch sides.
BREAK
15:45
Created simple magnet class, they move and bounce off the walls
16:12
The attempt to implement gravity...
16:32
Gravity implemented. Messign around with the gravitational contant is quite fun, really fun infact.
Getting some really cool sling-shot mechanics.
Now time to create some destructive particles.
17:09
Added timer so that we can set rate of 'particle' pulse.
18:45
Took flipping ages to get the particles to create where the player is...
But finally done and it looks good.

So all in all, mechanics of the game nearly done. I am pleased. Latest screen shot to come...

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The Method - Collision detection woes over?

Posted by shundread on 2012/05/08 15:39

Once again, collision detection is my bane. I seem, however, to have solved my issues with it this time, with enough hours to spare to continue working on the game.

I guess this is a lesson for me to never underestimate the power of displaying debug information on the screen.

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Brainwashed - Still going go and first picture

Posted by apadentro on 2012/05/08 15:10

#My opinion
For now most of the mechanics are done. The game is playable :)
Things left:
-more level designs
-refactoring
-story
-clean-up
-music
-upgrade the hud
-create some new pictures
Even though I'm changing everyday a bit of the idea (mostly because some ideas are very difficult to code providing the time left), I'm still going on.
Hope 

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NAME UNDECIDED - I don't know

Posted by jacarandang on 2012/05/08 13:31

We don't know if we could finish the game on time, our game idea is not very clear yet and we only have done some basic things. I hope we could finish it on time

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Defend Mechanicsburg! - Defend Mechanicsburg: Coding underway

Posted by gcewing on 2012/05/08 12:30

Tuesday: Made a start on coding at last. That often seems to be the hardest part -- getting started!

Can generate and display a basic map and a couple of unit types.

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