May 2012 challenge: “Mad Science”
Peanut Butter and Pickles - Throwing in the towel
Posted by PrintStar on 2012/05/12 18:40
At this point my game is approaching complete, although the next 5 hours would be hectic if I were to actually finish it. However, even if I finished coding it, the game is actually quite atrocious. It's not fun to play, it's entirely too short (4 levels!), and I'd probably lose on innovation (my friend replied to my description with, "Oh, it's like Lemmings!"). So rather than waste a sunny afternoon on this mediocre project, I think I'm going to have to abandon it. I was rather impressed with my menu and message system, so it's a shame I won't get to submit just those as a "final" submission.
Anyway, best of luck to those who are sticking it out!
Anyway, best of luck to those who are sticking it out!
Sudo Science - Alllllllmost there.
Posted by ikanreed on 2012/05/12 18:32
We have some cleaning up to do, a final boss to make functional, and some loose ends to tie up. Blake, our only coder, has the most to do. Apparently there are a few more levels to add too. We also need to trim the unnecessary dialog from the game. Having one person do writing for a whole week tends to outpace level designers and coding in terms of content to support.
No one likes editing away good writing, but thems the breaks this time. Hundreds of man(and woman) in and I think it looks really nice. I'm also not hating my music as much as I did last post. It feels right now that it's in the game.
No one likes editing away good writing, but thems the breaks this time. Hundreds of man(and woman) in and I think it looks really nice. I'm also not hating my music as much as I did last post. It feels right now that it's in the game.
Chaotik Entry - The Mad Apprentice: DNF
Posted by mattpwest on 2012/05/12 18:26
Our game idea was to create a puzzler with 4-5 puzzles, but I only managed to get one done on Sunday and had no time during the week (teaching part-time in the evenings + day-job makes me a dull boy with no free time :P).
Today we had some unforeseen social commitments, so I'm not going to bother reviewers with our 1 simple puzzle.
It's not a total loss - at least I gained a bit of experience using PGU and a refresher in PyGame... maybe next time! Best of luck to everybody that managed to finish!
Today we had some unforeseen social commitments, so I'm not going to bother reviewers with our 1 simple puzzle.
It's not a total loss - at least I gained a bit of experience using PGU and a refresher in PyGame... maybe next time! Best of luck to everybody that managed to finish!
Myskomannen, the card game - A game in 10 hours? Come on
Posted by adrwen on 2012/05/12 17:59
I am well under way, having started only a few hours ago. I have decided on this general idea:
My game will be a "Card game". It will be text based and will use stdout for output, stdin for input and will look quite ugly.
There is a deck of 20 "Sciency" cards (their names show that a certain lack of imagination was present when making them up). Each card gives "points" in "chemistry", "physics" and "Mathematics", and additionally most cards will double the value of some other cards in the deck provided you built the "prerequisite" first (the idea is that mechanics is much more awesome if you have access to calculus than if you don't).
There are two players, one human and one computer controlled (myskomannen). The player can defeat myskomannen by beating him in two areas, but the ammount by which he outshines myskomannen doesn't matter. Myskomannen, of course, tries to do the same (I am not very skilled as an AI programmer).
So how far from succeeding am I? Well, this is a very very simple game, so it is nearly finished.
My game will be a "Card game". It will be text based and will use stdout for output, stdin for input and will look quite ugly.
There is a deck of 20 "Sciency" cards (their names show that a certain lack of imagination was present when making them up). Each card gives "points" in "chemistry", "physics" and "Mathematics", and additionally most cards will double the value of some other cards in the deck provided you built the "prerequisite" first (the idea is that mechanics is much more awesome if you have access to calculus than if you don't).
There are two players, one human and one computer controlled (myskomannen). The player can defeat myskomannen by beating him in two areas, but the ammount by which he outshines myskomannen doesn't matter. Myskomannen, of course, tries to do the same (I am not very skilled as an AI programmer).
So how far from succeeding am I? Well, this is a very very simple game, so it is nearly finished.
Zombie Science! - Final Submission 1 up.
Posted by Keon on 2012/05/12 17:50
I think I'm done. No sound, but I don't think I could do sound well. I wanted to add a campaign and more units, but hey, it works and I'm happy.
Please try it out and give feedback and rate it and everything.
Please try it out and give feedback and rate it and everything.
Grey Goo - More or less done
Posted by Mat on 2012/05/12 17:13
Please let me know if anything needs fixing/improving :)
http://media.pyweek.org/dl/14/tsibp/GreyGoo_pyweek14-1.0.tar.gz
http://media.pyweek.org/dl/14/tsibp/GreyGoo_pyweek14-1.0.tar.gz
Myskomannen, the card game - Wait, PyWeek?
Posted by adrwen on 2012/05/12 16:14
I just realized today that PyWeek has been going on for nearly a week. Of course, the time limit of 10 or so hours (along with me not having written a single line of code for almost a year) will somewhat reduce my ambitions.
Defend Mechanicsburg! - Defend Mechanicsburg - Saturday
Posted by gcewing on 2012/05/12 14:37
Got something uploaded. Who knows, it might even be playable. No time for playtesting now, maybe in the morning.
Some instructions would be good too, but that's a major project in itself...
Some instructions would be good too, but that's a major project in itself...
M.A.D. Science - My Pyweek is a Ludum Dare :)
Posted by BlueDragon on 2012/05/12 13:19
I've finally found time to resume working on the game yesterday evening!
So, if you add today + yesterday evening + Sunday morning => 1 game in 48h..just like a Ludum Dare :)
This is how it looked on Sunday:
This is how it looks now:
The blocks on each side are "spawn" points, your robots are created there.
By staying alive on the field, your robots harvest resources from the field, until it's depleted (in the screenshot, the blue zero says there are no more resources to harvest).
Each time a spawn point creates a robot, it uses stored resources (the numbers on the left and right, one resource counter for each faction).
So far, both factions share a basic hard-coded AI (seek nearby and destroy!) and the game basically runs by itself.
This afternoon I will have to make the player able to influence his robots behaviour and finally make it a game instead of just something nice to look at.
Ideally, the behaviour will involve neural networks as I wanted originally. But I'm still far from that.
Still, it's nice to be able to work on this in the end instead of just giving up :)
So, if you add today + yesterday evening + Sunday morning => 1 game in 48h..just like a Ludum Dare :)
This is how it looked on Sunday:
This is how it looks now:
The blocks on each side are "spawn" points, your robots are created there.
By staying alive on the field, your robots harvest resources from the field, until it's depleted (in the screenshot, the blue zero says there are no more resources to harvest).
Each time a spawn point creates a robot, it uses stored resources (the numbers on the left and right, one resource counter for each faction).
So far, both factions share a basic hard-coded AI (seek nearby and destroy!) and the game basically runs by itself.
This afternoon I will have to make the player able to influence his robots behaviour and finally make it a game instead of just something nice to look at.
Ideally, the behaviour will involve neural networks as I wanted originally. But I'm still far from that.
Still, it's nice to be able to work on this in the end instead of just giving up :)
4X - days[-1] no show
Posted by richard on 2012/05/12 13:04
I got a bunch done today including setting up single-player games and working through a bunch of the turn processing. The UI caused me some pain and I ran into some other issues but overall I think I got a lot done for the approximately 5-6 hours I got to spend on it. I'm looking forward to sorting out the issues post-PyWeek and getting the game to a playable state. It's just not at all submittable tomorrow. Another DNF I'm afraid :-)
Oh, and I really need to fix the entry ratings form before judging starts...
Oh, and I really need to fix the entry ratings form before judging starts...