May 2012 challenge: “Mad Science”
Master47 - Pyweek almost finished - Current status
Posted by Master47 on 2012/05/12 12:04
Hello
So, PyWeek is almost finished. Now, how far have I come?
Well, I was busy working, and spending time outside, doing other stuff, such as juggling or riding the bike.
I have still managed to get the basic game done, although without a highscore table and other features ( what other features would those be? ... ).
Maybe there is still time to include these features.
What I really want to do now, is make a nice soundtrack for the game. Probably some beautiful jungle that fits the setting of the game.
So, PyWeek is almost finished. Now, how far have I come?
Well, I was busy working, and spending time outside, doing other stuff, such as juggling or riding the bike.
I have still managed to get the basic game done, although without a highscore table and other features ( what other features would those be? ... ).
Maybe there is still time to include these features.
What I really want to do now, is make a nice soundtrack for the game. Probably some beautiful jungle that fits the setting of the game.
The Cure - Last Day - The Cure
Posted by ChipX86 on 2012/05/12 11:08
The last day of PyWeek, and I'm done! Sure there's probably a bit more polish I could do, but as I figure it, I've worked a bit over 100 hours this week on the game, and I'm mostly happy with it. At least, I accomplished my own goals, which is all I want out of this.
PyWeek, for me, is an opportunity to spend a week learning different skills from those I use at my day job. I write software for a living, but games are bit of a different breed. Getting out of my comfort zone for a week and learning how to write something new is well worth it to me. So, every year, I take off a week for one PyWeek and basically do nothing but code. It's exhausting at the end, but I haven't regretted it yet.
Honestly, I don't even care if anyone plays my game. To me, it's not about that. That said, I hope it works for people and I hope you enjoy it at least a bit :)
PyWeek, for me, is an opportunity to spend a week learning different skills from those I use at my day job. I write software for a living, but games are bit of a different breed. Getting out of my comfort zone for a week and learning how to write something new is well worth it to me. So, every year, I take off a week for one PyWeek and basically do nothing but code. It's exhausting at the end, but I haven't regretted it yet.
Honestly, I don't even care if anyone plays my game. To me, it's not about that. That said, I hope it works for people and I hope you enjoy it at least a bit :)
Kurangu - Kurangu
Posted by phoe6 on 2012/05/12 11:03
Settled on the game on the final day just 15 hours before the contest finish time.
Anyways it is going to my best attempt to complete this for this pyweek.
Anyways it is going to my best attempt to complete this for this pyweek.
Dr. Chemical's Lab - Dr. Chemical's Lab - End of Day 7
Posted by superjoe on 2012/05/12 08:56
Day 7:
- implemented rocks and bombs
- in a bout of insanity, I decided to begin implementing multiplayer support
- thanks to my coworker steve, it works, kinda
- more physics tweaks
- squish went on a sound effect hunting spree
Final Hours Goals (15 hours left)
- sleep (7 hours)
- travel (1.5 hours)
- finish implementing multiplayer so that it's playable (~3 hours)
- implement the lobby so people can find people to play with (~1 hour)
- title screen (~1 hour)
- sound effects (~1 hour)
- music (~1 hour)
- integrate more of squish's graphics (~1 hour)
Dr. Chemical's Lab - Final Hours
Posted by Squish on 2012/05/12 07:10
Try as I might to stay awake, I am just unable! Found some sounds that I think will work under the CC licensing.
I feel like I have forgotten a vital piece of art.
No samples to share, to tired!
tomorrow: ALL OF THE THINGS!
I feel like I have forgotten a vital piece of art.
No samples to share, to tired!
tomorrow: ALL OF THE THINGS!
Mechanism - Mechanism: Final Push
Posted by mespringfield on 2012/05/12 01:45
Today I made a few more levels (got a total of six so far) and wrote the text for the tutorials. I also implemented the scoring system. I've decided to drop the lasers to focus on polishing what I've already gotten done.
I'm in bachelor mode this weekend, so I'm planning to pull an all-nighter (or more likely a most-of-the-nighter) to get things finished. I still need to implement the menus and the information screens for the tutorials and end-of-level score reporting. I also want to get a few more levels made. I think I'll work til around midnight, take a break and watch Tron, then work a couple more hours.
I'm in bachelor mode this weekend, so I'm planning to pull an all-nighter (or more likely a most-of-the-nighter) to get things finished. I still need to implement the menus and the information screens for the tutorials and end-of-level score reporting. I also want to get a few more levels made. I think I'll work til around midnight, take a break and watch Tron, then work a couple more hours.
Heads and Tales - Image for today
Posted by ahdok on 2012/05/12 01:10
Your image for today is...
Our protagonist!
On second thoughts, that's just a peasant lady.
Our protagonist!
On second thoughts, that's just a peasant lady.
Dr Korovic's Flying Atomic Squid - Doctor Korovic's Flying Atomic Squid - Day 6
Posted by mauve on 2012/05/12 01:03
This evening I sat down to try to draw enough art for me to finish the game completely tomorrow I was keen to get in a cutscene to set up the awesome plot. Turns out cut scenes are quite easy to write - I just knocked up a Python API for writing a cutscene "script".
The other thing I tackled was animations for the propellers and rotors, but this didn't take long either, because I didn't draw multiple animation frames, I just swap in a "full-speed" image in place of the "stopped" image:
It turns out that this instant feedback actually makes the game seem much more responsive. Win!
The other thing I tackled was animations for the propellers and rotors, but this didn't take long either, because I didn't draw multiple animation frames, I just swap in a "full-speed" image in place of the "stopped" image:
It turns out that this instant feedback actually makes the game seem much more responsive. Win!
Bottle of Awesomeness - Day saturday - This is awesome
Posted by Cody on 2012/05/12 01:00
And that is what a week of programming can do.
Bot Uprising - Submited a pre-final
Posted by Willyfrog on 2012/05/12 00:11
Tomorrow probably I won't have time to submit, so I'll do it now. Many things are not implemented, so I might do a couple of things after pyweek, but it'l depend largely on some other work I need to finish
What I had to left out:
- Other kind of bad guys. Artwork is there and most of the code is.
- Destructible Floor and Roof. Artwork is there, most of the code is there except for the dynamic generation and reflection
- Boss. Nothing is done. The idea would be to have a big switch behind him, and having to hit it with a deflected bullet to turn the AI off
-Better collision/deflection. It's mostly there, but having the y axis inverted and some other minor problems had taken up most of my time.
If I have some time tomorrow (which I doubt) I'll try to put up the destructible walls.
Overall I'm satisfied, first time with pygame and in a tough week and I got something playable. We'll see what happens next pyweek :)
What I had to left out:
- Other kind of bad guys. Artwork is there and most of the code is.
- Destructible Floor and Roof. Artwork is there, most of the code is there except for the dynamic generation and reflection
- Boss. Nothing is done. The idea would be to have a big switch behind him, and having to hit it with a deflected bullet to turn the AI off
-Better collision/deflection. It's mostly there, but having the y axis inverted and some other minor problems had taken up most of my time.
If I have some time tomorrow (which I doubt) I'll try to put up the destructible walls.
Overall I'm satisfied, first time with pygame and in a tough week and I got something playable. We'll see what happens next pyweek :)