September 2013 challenge: “Moon”
Aranara - Final Submission - Aranara
Posted by paulpaterson on 2013/09/07 22:57
I ended up with 12 levels. I was able to incorporate all of the gameplay elements that I developed all week and overall I am very happy with the game. I think there is plenty of polishing that can be done and lots of the ideas in the levels can be expanded upon. I will do that later after a bit of recuperation!
I never did get to the bottom of the music bug on OSX (I'm pretty sure it is pyglet or avbin) and on my linux box sometimes parts of the batch do not render properly. It looks like this might be a Catalyst driver issue.
Now I am looking forward to trying out the games from everyone else!
Wezu - Read Me or Die
Posted by wezu on 2013/09/07 21:39
In his game You get to pilot a futuristic spaceship in an asteroid filed between the Moon and Earth. If you’re asking why is there a asteroid field between the Moon and Earth… well, it’s complicated and it’s the future after all – a lot of things could happen.
Your goal is to make it across the asteroid field as fast as you can without running out of fuel. A set of ‘gates’ and some ‘green flying things’ will mark the way.
Move your mouse to rotate the camera and the mouse-wheel to zoom in and out.
The left mouse button is there to fire up the engines and the right mouse button for reverse thrust.
Use W-S-A-D keys to rotate your spaceship, but keep in mind that the direction you actually movie will only change when the engines are on!
In the top left corner of the screen you will see a timer, the faster you can get to the other side of the field the better (try to beat 3 minutes!)
In the lower left corner there’s the fuel gauge (a set of lines), when all the lines are faded you will run out of fuel and most likely crash. Next to it you will find a display showing your current speed.
Refer to the config.txt file for all the configuration options.
You will probably need a ‘modern’ computer to run this, I didn’t make all the needed optimalisations duo to lack of time and a change of concept around day #3.
To run the sourcecode you will need the Panda3D SDK: http://www.panda3d.org/download.php?sdk&version=1.8.1
When running the binary for the first time you may (or may not) need a internet connection, to download some engine components.
When running from the multiplatform p3d file you will need the Panda3D runtime installed:
http://www.panda3d.org/download.php?runtime
The music is by Mathew Pablo: http://www.matthewpablo.com/
The voice is based on the Google Voice: http://ctrlq.org/listen/
Day 3 - Final of the pyweek
Posted by andarms on 2013/09/07 21:00
sorry for any spelling error the English is not my native language and I don't know very well some expressions
The Lunar Project - 3 hours left...
Posted by Jjp137 on 2013/09/07 20:47
I'm so far behind and I had to cut a lot of things out, but it's playable. I haven't even tested it completely, though.
Now I have to add sounds and such...
Moon Protection - pyweek17 - day 7
Posted by 5hassay on 2013/09/07 19:39
good luck to the rest of the contestants.
now let's see how much of an effect me investing all this time into this project is going to have on my schooling...
Luna - Final submission
Posted by f7f5 on 2013/09/07 19:21
Well, unfortunately, my game screen design for this entry kind of sucks, so it's more of a walk in the moon than a real challenge.
Maybe I could have chosen a better idea, because I had never tried to do a game of this type before, and I had a lot of conflicting directions in my mind.
One week to design a game was a surprising experience: at first it seemed like it would be a lot of time, at least compared to Ludum Dare 48h. I though I could try some prototypes first and see what worked better, but after blowing up day #1 on one of them, I decided to just follow the second try. But the truth is that 1 week is not so much if you're trying this and that and do not have a solid idea of what you want for gameplay, graphics and audio!
On the positive side, Pygame was much easier to work with than I feared.
Anyway, I'm pleased with a number of things in the final result, such as the astronaut's movement, the overall look and sound of the game.
Now, I'm looking forward to playing all the other entries and hopefully learning from them!
Lunar - Final version uploaded!
Posted by reidrac on 2013/09/07 17:08
This time my wife helped me a lot playing the game today and finding embarrassing bugs (still don't know how she managed to "moonwalk" between maps); so I've been fixing things for the last two hours.
Anyway, I didn't have a chance to test the game in Mac, so I booted the windows box I have just for building the binary bundles for PyWeek and tried the game. It works perfect, I'm pleased with the performance. Because I already booted the machine I built the binary bundle, so you can download the source code for Linux and Mac, and the binary bundle for Windows.
Linux and Mac require Python 2.6+ and AVBin installed, in Windows just run the EXE. There's more information in the README.txt.
Today has been a long day. Started finishing the maps and polishing the story, and left the sound to be added after lunch. That was probably a bad idea because by noon I was too tired to tackle SoundTracker. At the end I got a bg track, not too bad.
Well, I'll write a post mortem in next days but needless to say that I'm extremely happy. Yet another game delivered!
SYBSYB - Not so much time to finish
Posted by Invader on 2013/09/07 17:03
Well, 7 hours left, my game isn't ready yet because I started today. Yes, today, it's gonna be 1-day development game. I had no time and inspiration to start earlier. Hope I'll be fast enough to add all features which I've planned.
In this game you need to save your friends running to them through the waves of enemies. Maybe it's so simple to be a game idea, but I know it'll be a good game if I'll finish it, thanks for reading.
Henry.
Super Moon Adventure Turbo Extreme - Finished! Well sort of...
Posted by capturts on 2013/09/07 15:42
Moon of Blood and Steel - Violet hippo: lookin' good.... pity about the engine
Posted by korg on 2013/09/07 15:12
Its just a pity that the engine part isnt that nice ;). We got killed by complexity under the hood and the difficulty of balancing the damn thing. With so much going on balance was a nightmare, especially when it could be impacted by the player, the defence AI, the rebel AI... just too crazy.
Oh well. I learnt some stuff about using unit tests and i got a bit over my fear of decorators.
Another pyweek down.