September 2013 challenge: “Moon”

Moon of Blood and Steel - Go team! My first PyWeek and it was awesome :)

Posted by bobsmith on 2013/09/08 02:11

Yay!

It has been a total blast :)

I definitely was feeling like I could have been more helpful mid week, but generally have felt really involved, and am stoked to have had the chance to:

~ Be on such an amazing team!

~ Learn some new tools! (cocos2d+pyglet == awesomesauce+amazing! hg == sure.)

~ Work with such amazing people under pressure and really see how "the sausage it made".

~ Stretch some little used skillz (seriously this is probably the most seriously I've ever undertaken any graphics project and it's been a riot!)

~ Collaborating was the best! (Some of our hangout were hilarious and amazing, the silliness got quite extreme at different stages. Sure there was code-ragey-cursing-and-carrying-on also but this is also hilarious :)

Only a couple of late nights from me, but well worth it.

I'm so grateful to richard korg  and Caligari for having me on the their team and everything, fake beard and all :)

bobsmith
@elequ



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Eclipsed - Eclipsed - entry submitted

Posted by Cosmologicon on 2013/09/08 01:48

My game is submitted!

It requires pygame, pyopengl, and numpy. (If you're on Ubuntu check out this post I made for installing tons of dependencies at once - some good info in the responses too.) I haven't used pyopengl since PyWeek 10, but the gameplay this time really called for 3D so I went for it.



Other than that, I don't have much to say. Just making this post so that people with bug reports have a place for them. Enjoy!

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Sane Mushroom Picking - Day #6, Day #7: It is all over

Posted by petraszd on 2013/09/08 01:26

So, I have finished this pyweek's game.

http://www.youtube.com/watch?v=bYH-N0RLUxw

Not very fancy one. It is mushroom hunting game. You go around moon and pick up mushrooms. They start flying up and You shoot them with shotgun. Makes perfect sense.

The biggest problem I've met during this gamejam was me. I've decided to draw everything myself. And I've too much time on working with graphic. I am no artist. Period. I am programmer. So, something like 70% of time was spent on art and 30% on programming.

Result? Result is that game does not have a lot of functionality (But astronaut has small fires coming from gist backpack and boots...).

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Werewolf Sonata - Werewolf Sonata: Requiem

Posted by hodgestar on 2013/09/08 01:15

Day 7: Title Screen
It's been a crazy ride. We have a game, but it only just came together, in the last hour or two. We might have left things a little bit late...

Most of the week was spent on the game engine, and level editor. We only started building non-trivial levels today. Which meant we only noticed performance issues with big and complex levels this afternoon. Some of them were fixed, but not all.

We only really got to a playable game in the last couple of hours.
We started by building all sorts of cool game mechanics and functionality without trying to hook it all up into a coherent game until the last day. I don't think this is necessarily a bad way to work, but we really should have started putting things together earlier in the week so our later work could have been a little more directed.

I just want to say: G*d damn you Cargo Bay!!! Also: hooray for physics engines! Next time more physics puzzles. But yes, more time and more work required for the levels. I think perhaps we tried for too many things in this game, but that's part of the fun.

We did play all the way through the game several times, so we're 90% sure that it is technically possible. :)

Stuff we only got to on the last day:
  • visible inventory
  • music for levels
  • sound effects
  • the actual levels
  • a third alien type and the alien boss
  • hooking up the sheep
  • the level editor leveled up
  • splash screen at the very last minute
  • using a ship level as the opening screen
  • fixing performance bugs
  • keyed hatches
  • keycards in all the colours of the rainbow (except orange -- what kind of stupid colour is orange?)
  • gravity well
Things we'd do again:
  • Use a physics engine (assuming it's a physics related game).
  • Getting collision detection for free was great.
  • Build a level editor.
  • Go see RMS' talk.
  • Herding sheep is fun!
  • Create homages to other games.
Things we'll try to do better next time:
  • Explore other physics engines (and learn the physics engine before starting).
  • More game stats!
  • Get the story line and basic level structure sorted out early.
  • Incorporate the story into our game (you can see one or two text notes hinting at the back-story)
  • Build one big complex level earlier to drive level editor features.
  • Not get sick.
  • Not get distracted.
  • Tell RMS not to visit Cape Town during pyweek.
  • Build full-size levels early on.
  • Reduce the number of game-play elements we implement, so that we can polish a select few.
  • A bit more/more regular planning.
  • Keep track of coordinates better!
  • Aim to be finished with the core game by lunch time instead of midnight.
  • Write a coherent collaborative diary entry.
Favourite commit messages:
  • Consider a spherical werewolf.
  • queen coughs up magenta keycard upon expiring
  • Fuck you cargo bay!!!!!!
  • You know what? If you want any more changes on this $*&^(#$*&^@($*&^% level, you can do it yourself!!!!!
  • Better sheep doors.
  • Robustness fix
  • Someone forgot the sheep!
  • the black goat with a thousand young
  • Cargo what?
  • Fix boogs.
  • Herd ALL THE SHEEPS.
  • Goodbye foul locked_door!
And now to catch up on the -20% sleep. :D

Happy judging!

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The Lunar Project - And it's up!

Posted by Jjp137 on 2013/09/08 01:05

I'm finally done...phew!

I didn't really write diary entries during the last two days because I've been busy trying to catch up :\ In the end, however, I think what I have made will work.

I did learn even more this time around, too. I'm not as satisfied with this entry as my last one, though, but it's playable. You can get to the end of the game, at least. :)

There's a lot I had to cut out due to time constraints, but I'll go into some details after the judging period is over. I really do wish that I was able to make a tutorial "script", because if you don't read the manual, it might be a bit difficult to figure out what to do at first. :(

By the way, this is my first game that implements save games. The save file should be created in the same directory as the run_game.py file. Hopefully it works, and if it doesn't, let me know!

I'm going to step away from the computer for a bit now...

(edit: and I uploaded it again because I accidentally left the .pyc files in there)

(second edit: and if you really want to see the ugly source code without downloading, look no further: https://bitbucket.org/Jjp137/jjp-pyweek17/)

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Moon of Blood and Steel - economy complexity... delayed death

Posted by korg on 2013/09/08 00:51

We have 3 factions, each of which produces goods (turn N) which are transported (turn N+1) to other factions who then produce things (turn N+2) with them.  Goods (food) are a special case and are produced (turn N) and then consumed by everyone (turn N+1) and if short, they impact worker happiness.

Included is a graph of what happens if we hit goods production on turns 5,6,7 (a triple smack to food).... it looks pretty stable until about turn 30 when it suddenly nosedives. Now remember we hit it at turn 5,6,7 and nothing after that. :-)

We have some fudge factors in to give us a bit more 'overhead' in production and some other tweaks, but I just love the bang bang bang! and then 25 turns later the economy falls over and dies. :)

What actually seems to happen is that the worker happiness factors are in an wave but each low point is actually a little lower (thus less production, meaning the next low point is a little lower again) and eventually it crashes.

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Moonbase Apollo - Moonbase Apollo - Day 7

Posted by arnav on 2013/09/08 00:40

Day 7 of PyWeek always feels like a very long day, but it is also the most fun. This time we did a lot of work early on, and so today I focussed most on ironing out the edges and bug fixing. I also added a fun mission featuring a "Droid gone berserk"...



Hope everyone likes our effort this time.

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Journey to the Center of the Moon - Final Submission: Journey to the Center of the Moon

Posted by Cynerva on 2013/09/08 00:05

Whew. I'm tired. Brief description, screenshot and downloads below. I'll do a post-mortem later.

Exploration and fun! Procedural generation! Complete lack of gameplay! There have been several expeditions to reach the center of the moon; so far, none have been heard from. It is your assignment to reach the center yourself and discover what happened to the others.



Downloads
Linux/source: jttcotm-source.tar.gz
Windows: jttcotm-win32.zip

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PA-PW17 - Well

Posted by bodiddlie on 2013/09/08 00:01

That didn't go as well as I had hoped. Just didn't have the time to devote to working on the game. I have the bare skeleton of something that might be fun to work on, but not enough to turn in for the challenge. Oh well, maybe next time. :(

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Game - Something done

Posted by Mat on 2013/09/07 23:23

I managed to get an entry done today, but it's not my greatest work.

I was hoping to sacrifice production to get the most done in a short time but I'm not very happy with it as a game - the puzzles may be a bit too incoherent to be really playable...

The art is from a newspaper I found on the tube and the music/sound is creative commons (see readme). All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.

http://media.pyweek.org/dl/17/matsolo/mat-pyweek17.zip

As always any last minute play testing is appreciated :)

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