September 2013 challenge: “Moon”

Steel Moon - So I didn't finish...

Posted by TheMrFarquad on 2013/09/08 21:45

Due to work commitments I was unable to finish this project within the allocated time limit, hopefully next pyweek I'll have more time. That said I can now finish this game as I was initially intending in my own time, which hopefully shouldn't take too long to do.

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Moon Blasters - PyWeek finished

Posted by Archwyrm on 2013/09/08 21:32

PyWeek has ended with my entry not seeing completion as a game. The excuse basically comes down to time constraints with the week flying by unexpectedly fast and getting bogged down on certain parts of the code. Still, it was a learning experience yet again and ultimately fun to participate in. I'm looking forward to the fun of playing everyone's creations.

Basically what I ended up with is the ability to move "the player" (red square) around rough moon terrain and fire your weapon (which is just for show :/ ). You can only run while on the ground and the gravity is about as you would expect on the moon. This makes for some interesting movement and was supposed to be the basis of some interesting gameplay! To augment the movement you would have had a jetpack that could be used with limited, recharging fuel to adjust your gliding over the surface and change direction while off the ground. Alas, not to be.

The plan was then to include three types of enemies. Fast moving ground based enemies who would try to engage you in melee, slower airborne enemies who try to fly into you in clumps, and a quite slow and tough ground based enemy who would also try to bite your head off. Fighting through these hordes would get you to the culmination of the game: defeating a large, powerful boss. The gameplay would have been something like Contra meets Starship Troopers.

If there is further development, it will appear here: https://github.com/archwyrm/moonblast

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Hungry Hungry Werewolf - Werewolf -- medium rare

Posted by Alex on 2013/09/08 20:46

At least, it's certainly not well done. The team was diminished this time (Daniel on vacation), and while I hacked something together, time was a huge problem, and it shows. The result is missing tons of fairly important features (e.g. passable art, interesting puzzles, a title screen/menu, music, ...). And all this despite having a fairly good idea of what the game was supposed to be before the last day, which is a first!

Still, it is playable, barely. :) You're a hungry werewolf, transformed by the full moon, and you need to find something to eat back and then sneak back to your house without being discovered. The villagers apparently never sleep, so stick to the shadows, and watch the shadows shift as the moon circles the sky (wait, that's not how astronomy works? oh well...).

The underlying engine is actually in fairly good shape, so with the right art, models, and level design I think this could've turned out pretty nice. Other things that were planned were patrolling guards (with torches), a level with two moons (will be tricky to stick to the shadows here), being chased by and having to evade guards rather than instantly being caught on discovery, voice acting for the werewolf, a nifty title screen, music (composed, but not recorded, no time; will save it for some other game), etc.

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Werewolf Sonata - Packaging

Posted by drnlm on 2013/09/08 20:38

Today was spent recovering from last night's frantic rush to the finish and sorting out packaging, which manages to be a source of constant surprises.

Ensuringt that pymunk was included correctly created a few issues which took time to sort out. I lost a couple of hours to some unexpected behaviour of py2exe, which took a long time to understand and work around. while jerith fought with the MacOS build, eventually declaring a partial victory, as the game runs, but insists on starting minimized for no apparant reason.

We were a bit careless with the branches, and so a handful of post-pyweek bugfixes snuck into the packaged versions. Some none of them should significantly affect the basic gameplay, we decided not to redo the uploads to exclude the fixes. People wanting to judge the final submission should use the nagslang-0.1.tgz upload.

The errant fixes are:
  • Fix the acid animation which got lost in the last few minutes of pyweek
  • Correctly cleanup on scene changes so we don't constantly leak memory
  • Improve checks on the sound system so we don't crash if ogg files aren't read correctly

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to-get-lucky - Video Preview of Game Engine

Posted by bitcraft on 2013/09/08 19:21

http://youtu.be/iHGWb0PQC_s

A feature not ready in the game is game map rotation.  While this is just a novelty at this point, it the renderer is capable of it, so why not demonstrate it?

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Moon's moons - Last three days

Posted by maral on 2013/09/08 16:50

So it's finally over. Last two days I coded in a row, 43 hours awake, and we actually made it, almost exactly how we planned it. Last three days we already had the movement sorted out (that turned out to be the greatest challenge of this week), so we could start making game logic, such as checkpoints, geysers, and the monsters.

A small note to our monsters and creatures. The first idea we got about our main character (Xoxoan) was, that it should have legs, arms and eyes. So we came with our version of a stickman, just without body, and it looked like an X letter just with eyes. And we thought, well, let's do other letters. It was very easy, so we came with O (side-moving hedgehog-like creature), I (vertical jumping monster), Q (flying rounded beast with a machine gun), C (moves like slug and spits his own eye that quickly grows again). We really liked the idea of eyes on feelers (antennas) like our hero, so we gave them to most of our monsters, and we also made single eye on an antenna as a spike thingy.

For the graphics, Martin (Bosvi) did most of the graphics in Illustrator, all stable images, then he sent it to us and Honza (jakkoli) made them move in Illustrator and Photoshop. Martin unfortunately had to leave on Thursday (he went for a holiday to Greece :) ) so he actually made it all in about 3 days, and I must say it really is awesome!

On Friday I spent an hour or two with my keyboard and put together the music. It was actually pretty easy, because space-like music is very intuitive for me, and the ideas came together very quickly (I haven't composed for a long time, so I simply took some ideas from last few months). On Saturday I managed to get the music from my keyboard and edit it slightly, and 4 background songs came to life, right on time. I also wanted to do some sound for the creatures, I even recorded 3 minutes of creeking, grumbling and growling, but I didn't have time and energy to follow through and finish it (I recorded it 3 hours before deadline).

Last day was a lot about designing levels, most of them was made by Honza (jakkoli) and one by Fanda (wary). It was a challenge, because we didn't have time to make an editor (which would be awesome), so we had to manually type all the levels, planet positions etc. Even though under pressure, I think Honza did pretty good job and designed all the levels with appropriate difficulty and with lot of cool ideas (such as micro planets or a goal outside the gravity area). Also the story was mostly written by Honza.

I must say I really enjoyed the whole week, it was hard and of course not always without bugs and long debugging, but the idea, the art work and also the vision of ready game was firing us up, so we spent really most of our time on making the game and stayed motivated the whole time.

I would like to say big thanks to all of my teammates, they did terrific job, especially with my never ending list of remarks and complaints about graphics and animations. Special thanks to Fanda (who already participated in pyweek with me before), who this time really took big part of the coding and really improved in organization, and as always exceled in physics and math formulas and functions, and really worked hard in making the game perfect.

For myself, I personaly enjoyed this pyweek the most (out of my 4 successful participations), especially thanks to the growth of our team (it was Martin's and Honza's first time). The feeling of completing a game is a reward itself!

Marek (maral)

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Moon of Blood and Steel - An amazing ride

Posted by Caligari on 2013/09/08 05:33

I knew for a fact that we couldn't get anything even vaguely playable, a day and a half ago.

I love being wrong. :)

Our game does not have all the moving parts that it should, and it is probably hard for an outsider to see how close it is to what we were aiming for, with all that is missing. But frankly I'm amazed that we were able to get it to this state.

While credit has to go to the fantastic team, I also credit python itself for being quick to use. I rarely use the language for anything this large, but all of the things which make it well-suited to small work also make superb for rapid prototyping of larger projects (and implementation of larger projects, ultimately - I'm loving Django).

Our game was so far out of scope we couldn't have seen it from the moon. But it looks tremendous, and it was a blast to work on (and educational too!).

I can't wait to sample the waters and see what others have done!

Now if only we can push one final version of our project with a few more last minute fixes...

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to-get-lucky - A somewhat finished game appears!

Posted by bitcraft on 2013/09/08 05:28




Bitcraft's PyWeek 17 Entry


i was unable to finish this game/concept.  it is playable, but there are no real goals and it is not balanced.


Gameplay

Place tetris blocks on the map to build a strong base.  Organize the base and work with AI minions.

Each block color has a different purpose.  AI minions will mine blocks and transform them into different things.  In this unfinished game, the minions can only create more minions.

Waves of enemies will appear after a delay.  Try to survive!  (actually, it is really easy to survive since the game didn't get balanced at all!)


Running the Game

This game was developed with python 2.7 and pygame 1.9.1.  Please make sure you are using python 2.7 to run the game.

Controls

use the mouse to place tetris blocks on the isometric landscape.  
right mouse button rotates the block, left button places the block.

blocks can be placed on top of an existing block, however, any overlapping areas will be converted into a 'barren' tile, which has no benefits to the player.

If a 5x5 square is created of any color besides 'barren' (the default color), the blocks will be converted to a color not accessible by dropping blocks.  this color has no use, however.

Game Elements

4 cannons are already placed on the map.  they are simple squares.  they require energy to fire.  you can produce energy by placing blue blocks.  the more blue blocks that are one the map, the more energy you will have for your cannons.  your current energy and capacity is measured by the lowest bar on the HUD.

the cannons will automatically fire at enemies.  just make sure you have enough blue energy tile to keep them firing quickly.

the thief is a large light blue colored block. it will mine your energy blocks.  as it mines blue energy blocks, it will grow in size and will be more difficult to kill.

the hunter is a large dark blue block.  it will consume your minions.


Minions

the minions will mine green resource blocks and fill yellow blocks.  once a yellow block is filled, a new minion will appear.  minions will gain experience points as they carry out tasks.  this will cause them to grow larger.


Notable Features
  • Complex AI is possible
  • Drawing engine is 3D (can be rotated)
  • Small code size

Missing Features
  • There is no introduction to gameplay concepts
  • The game is not balanced
  • There are no real animations to enhance the game
  • Minions are missing a graphic element to show that they are carrying blocks
  • No sounds
  • No map rotation (i was unable to get mouse to work properly when rotating)

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Loon - Final release!

Posted by gcewing on 2013/09/08 03:37

Did quite a lot of last-minute polishing this morning, and even managed to find some appropriate music. As always, I didn't have time to implement everything I had in mind, but it's good enough to call it done. I can get back to playing Kerbal Space Program now!

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Gumm's Harvest Moon - Done!

Posted by gummbum on 2013/09/08 02:23

I wasn't gonna compete this time around. But with less than 48 hours remaining, on Thursday evening around 7pm I had a happy idea, so here it is! It will probably help if you read the short README.txt, so you can at least understand the HUD and achievements. Other than that, a baby could learn it. If I had more time I would have added more whacky achievements, some nicer art for the award plaques, some game event sounds (though I actually find it quite relaxing without them), and maybe some random events to spice it up. But what can ya do, that's PYWEEK. Thanks for hosting, Richard and co. Cheers, and hope you enjoy playing Gumm's Harvest Moon. =)

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