September 2012 challenge: “One Way Trip”

Jetpack Adventure - Third PyWeek! Going great!

Posted by paeron on 2012/09/13 04:48

Hi!

This is my third time trying to make a game for PyWeek. This may be the first one that I will actually be able to finish! Hooray!

The other times work and real life stuff has been getting in the way and Ive finished up with something half-made and barely playable.

This PyWeek started badly for me, lost 2 whole days due to being away from home.

So, what is complete?

Well, I started writing a little framework that I might keep for the future ( using pyglet ).

So far I got myself a start menu with some basic ui elements and most of my game logic is complete.

My game will be simple yet I think it is kinda fun, nothing to original I guess. Wont spoil the idea just yet.

I do have a few more game elements to write and after that is seems like I will get some time over to make it pretty ( Im an terrible artist but I hope that I will be able to make something that doesnt look really awful ).

Really excited now that I might go all the way!

Screenshot will come along soon, still have too much placeholder graphics that I need to replace.

Now Im off to work!

/ Tommy

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Run! - Amazing day!

Posted by Ermahgerd on 2012/09/13 03:39

Whew, what a day.

Today, I managed to get quite a bit done, which you can see by the v0.4 upload.

Here's what I accomplished:
  • Animated main character.
  • Added projectiles and projectile collision.
  • Added Title Screen state.
  • Added heads up display, with various elements
  • Added a "combo" system for rewarding consecutive kills, along with a hud element to display bonuses.
  • Squashed quite a few collision bugs that popped up due to adding a number of new elements.
The enemies that I currently have in place are placeholders, and are spawning randomly for testing purposes. They, and the system are far from what will be in the final product. In fact, the enemies and enemy spawning systems are what I will be focusing on tomorrow. Following that will be the power-ups (you might notice that you currently have a finite number of shurikens...), and final tweaks.

One thing that I can already say I will take away from this experience is planning. I specially mean planning my code. While it works fine, and I'm generally proud of it, I have ended up with a bit of spaghetti code in a few places where I decided it was necessary to just make something "work". I will definitely keep this in mind for my next project.

I'm so very excited about how this project is shaping up, and can't wait to see how the final version ends up.

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Little Red Riding Hood - Day 2

Posted by kcaze on 2012/09/13 02:25

The actual game coding is done and tested with a curses-based front end. Graphics are being created now and added slowly to the game. Currently, the grass tiles, apples, and little red riding hood are done.

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Paul Brownsea - Failed

Posted by capturts on 2012/09/13 01:57

Well, I have a really crap bit of game... it's playable but makes really no sense at all. My hard disk on my laptop broke and the internet keeps breaking... I've managed to rescue the HD and I'm using a live linux just to access the internet. I hope I will get a bit more game done before deadline time, but I'm disappointed that I've failed due to reasons outside my control. I was fully expecting to do badly but maybe not this bad :(

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TeamASI - Day 3 and 4

Posted by colt on 2012/09/13 01:15

More artwork has been added, including transition sprites that lead into the gameplay. The hero will parachute out of an airplane and fall into the level. Gameplay currently consists of standing, running, and jumping. Our next priority is to implement the enemy classes.

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Last Train to Nowhere - Last Train To Nowhere: Day 4

Posted by mauve on 2012/09/12 23:59

After a slow start redrawing the trains to add more headroom for jumping around etc, I added bullet physics -  and a law man to use them on:



The only really challenging feature left to tackle is AI; then we just have the simple matters of:
  • Ladders
  • Death, respawns, victory conditions etc
  • Tons more art - backgrounds, scenery, train cars and more
  • Levels
  • Decoupling train cars
  • Menu screen
  • Sound

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daftspaniel3 - Day Four - 4FPS

Posted by daftspaniel on 2012/09/12 22:08

Probably less than 2 hours coding today but that was expected. Not many visible changes for the daily screenshot but there are multiple first aid boxes today! Some behind the scenes work organising the code and getting the Health bar set up. Code is a little messy in places and my variable names are really bad.

Spent some time on firing - thought of doing just a flashing beam but a travelling bullet is more visual. Difficulty in this game is making it move when the player moves e.g. a shot going right will move back the player moves SE. Turns out it was not too hard.

One little bonus today was I found I was updating at 4FPS. Changed that and my bullets flew a lot faster!! Tomorrow will be shooting in multiple directions and having something to shoot at.

Still not clear on the games ultimate goal - thinking about it...

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One Whale Trip - First Enemies sighted!

Posted by thp on 2012/09/12 21:35

We've got the first sprite graphics for enemies today, which means you can now run into them - and not just into some boring placeholder polygons. Screenshot added that shows the current status. Also added storyline-displaying and embedding into level file format.

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Anacleto, the escapee rooster - Some steps ahead and first screenshot

Posted by yoldi on 2012/09/12 20:47

Ey, after the first days just thinking and drawing by hand, now it was time for coding and some art work (yesterday and today)
Here the first screenshot:


A simple estructure with a menu and introduction is done, and the game starts looks better.

Now it is time to use pymunk for first time. I hope that my needs are simple and it won't take too much time. will it be true? ;)

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um, idk - Day 3 & 4

Posted by bitcraft on 2012/09/12 13:29

Day 3 I had no chance to work on the game during the day, and by the time I finished with my work, I had no coding/creative energy so I got some sleep instead.  Today, time permitting, I would like to get some item graphics and a couple levels done.

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