May 2012 challenge: “Mad Science”

4X - Some progress

Posted by richard on 2012/05/08 12:10

I've spent more time working on the pyweek website itself and going to Python user groups than working on the game. Shh don't tell my team-mate :-)

I've managed to find someone to help out with fixing website bugs - he's just migrated the message feedback stuff to the New Improved Django 1.4 (or whatever version it was introduced) style of doing things. I've not released it to the live system yet. I hope to have the rating system fixed up before judging starts :-)

I have managed to work some more bits of Kivy out. Three screens of the game are now kinda implemented. One pull request and one offer of additional help submitted to the Kivy project :-)

It's pretty good progress. There may be something playable by Sunday...

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Bottle of Awesomeness - Day 3 - encountering trouble

Posted by Cody on 2012/05/08 08:19

Some problems encountered but not that could not be overrun by my awesomeness and a solid days work :) The taste of victory is on my tongue, soon the world will be mine!

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Ecliss Entertainment - Ethical Differences - Day 3

Posted by DOZO on 2012/05/08 06:51

More foundations laid, nothing much to show. Power flow is in place, and I can copy the same methods to propagate damage. Did a bit of refactoring as well - for ease of implementation generators are now internally treated as a type of Base placed in "Slot Omega", which would make it pretty easy to add a type of component that attaches to them, perhaps repairing damage or boosting power output. That can wait, however.

Also switched gears a bit in the afternoon and did some prep work for music. I was lacking a good set of samples, now I'm not.

No real sense in posting a screenshot, I suppose. I think on the whole I'm going to lower my goal for this challenge from "produce something impressive" to "produce something playable." Lingering doubts about whether this idea will prove fun enough that it's worth putting a great deal of effort into seem to be sapping my motivation, so best not to work too hard, and satisfy the perfectionist in me with the option that if this prototype is adequately entertaining I can create an improved version once PyWeek is over.

"Playable" doesn't preclude the possibility of the interface remaining text-based, but I'll try to put together a rudimentary GUI. Will need to use PyGame for the music anyway.

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all_your_base - wrapping up day two...now with robots!

Posted by bitcraft on 2012/05/08 06:00

yes, day two.  not much time to work on pyweek this week, but i've had a lot of time today to work and i am pretty happy with the results so far.

i created a pretty minimal tileset that includes an elevator shaft and big mainframe computers.  i found a great model for the hero and am very pleased with the quality of it so far.  i've added a single enemy so far, a laser turret robot.

i've also kept the source on github.  tonight i will finish a few details then head to sleep.  tomorrow i will draw more enemies, get the elevator going and get the inventory going.


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Dr. Chemical's Lab - Dr. Chemical's Lab - End of Day 3

Posted by superjoe on 2012/05/08 05:47

Day 3:
  • tweaked physics
  • went from 24x24 blocks to 32x32
  • recruited squish for art:

  • aiming line pointing from gun to crosshair which auto targets atoms
  • fleshed out the game mechanics in my mind a bit more. You'll have a progress bar for each color which increases with the number of atoms of each color you have contained in your tray. your goal is to get to a certain amount before your opponent. If you have too much of a certain color, you can choose to spend some of it to get a weapon or defense powerup. You'll have to balance attacking and defending with trying to get your atom counts up high.
  • lines of code: 402
  • repo: https://github.com/superjoe30/dr-chemicals-lab/
  • Sneak Preview on YouTube

I didn't get my goals from yesterday done, but I feel good about the progress squish and I made today.

Day 4 Goals:

  • Ability to shoot stuff! C'mon, jeez!!
  • Bonding mechanics for atoms

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Life - Scrolling is wonderful

Posted by hidas on 2012/05/08 02:51

Yays.

On another note, why did I never figure out how to implement a "viewport" when I was making a physics platformer outside of Pyweek?

Evidently game jams boost the programmer's IQ by a factor of 1.3

:)

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Alias - an old-school FPS - First diary entry for Alias!

Posted by DangerOnTheRagr on 2012/05/08 01:22

Just checked the game entry form, and since it was working, I was able to register my PyWeek entry - yay :)

Quick overview of what I have in mind: A simple, retro FPS (kind of like Doom), but still heavily simplified - 2-3 enemy types, 1 weapon (maybe 2), no jumping, and completely indoor levels. I'm going to try get the artwork out of the way early, since that's what I'm worst at.

I have most of the artwork finished (but no code written) - I'll upload screenies in a later diary entry.

P.S: My entry is up on GitHub at https://github.com/DangerOnTheRanger/alias - follow it! :)

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Entity Lord - Day 3

Posted by exsolacyst on 2012/05/08 01:08

Got some basic player/opponent classes that are working with another battle system class for turn based combat. Going to start working on the abilities and damage system. Then I'll be working in the genetic alteration portion for the playable character(s).

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Dr Korovic's Flying Atomic Squid - Korovic And The Squid - Day 2

Posted by mauve on 2012/05/07 22:57

Day 2 has seen rapid progress what with it being a bank holiday in the UK. I've bunged together some fairly crude physics courtesy of Pymunk and bolted that into Pyglet to render the art that I largely drew yesterday.

I've not used Pymunk before - I've always used pyBox2D in my experiments. On the plus side Pymunk seems to be more Pythonic, with excellent support for various collision callbacks. On the downside I've not found moment of inertia and centre of gravity calculations built in. Or perhaps I'm missing a trick.

So right now we can tweak Susie's engines:



And rather clumsily fly her:

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Tomorrow, the World - The wrong kind of work

Posted by jerith on 2012/05/07 22:57

Our team was incredibly busy and productive today, but this flurry of activity was sadly directed at our various day jobs rather than our pyweek project. In between this, we managed find some time to clean up a bit of messy code, add a few more minor features (and tests) and start hooking up the game logic to the GUI.

Hopefully tomorrow's productivity will be better aimed.

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