September 2013 challenge: “Moon”

No Graphics - Shouldn't have done this...

Posted by Python Jedi on 2013/09/06 20:47

I should have pulled out before the competition started. I have no idea how I expected to make a game this week with everything else going on IRL. I'll still try, though I will tell you that I am just starting to put meat on the bones of the code skeleton I put together last Saturday night.  Don't expect a huge awesome story or engaging gameplay, but a complete game is right on the cusp of falling to pieces, with a physics lab report being the thing doing most of the pushing.

I'll complete one of these things eventually, why do they have to be during the school year though?
-PJ

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Aranara - Day 6 - Aranara

Posted by paulpaterson on 2013/09/06 14:11

I have some extra time today as don't need to work, although the evening is already accounted for with a family commitment. I'm still irritated by the music bug. I'll maybe give it a go on Linux to see if it is a pyglet issue.

Lot's to do today,

Animated sprites
Sandbox level
Gerty colour commentary
Attraction hoover physics
Attraction visual effect

Plus level polishing. 

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Loon - Unit Construction

Posted by gcewing on 2013/09/06 13:35

Loons can now construct buildings and carry resources from one place to another. One building type is implemented so far, the Smelter. (Mostly implemented -- it doesn't actually smelt anything yet...)

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Spacen - spacen - Day 6

Posted by otus on 2013/09/06 12:55

Second to last day. Still much to do. I started with finishing grenade mechanics
including being able to take down multiple targets with one. A stupid little 
animation for dying nasties was next. (They simply spin into oblivion.)

Explosion sounds are an interesting issue. Apparently you can hear stuff on the
surface of the moon (listen to some Apollo recordings where they hammer if you
don't believe me), because the sound waves travel through the ground. Obviously
you cannot hear an explosion in space – unless you are in it!

So what I did was have an explosion sound play unless you are jumping and it
didn't hit you. That will probably seem weird to players, but what can I say:
this game is all about realism. :)

Next I decided to make mouse control the default. It simply works better. Less
code, too.

Having caught up with my yesterday's schedule (more or less) I started on the
day's work with an intro screen. A nice little back story, explanations of the
various objects, plus controls. That should do, although I may add some polish
if I only have the time.

Now seemed like a good time to update the game entry on PyWeek and upload a beta
version (just in case). After that I added an extended magazine powerup. It
doesn't stack, so I'm not sure if it should appear multiple times or not.

Then the Game Over screen. I gave the player some statistics about their game
and a final verdict on their success. I'm not really interested in "hi-scores"
to be honest, but I'll have time to reconsider tomorrow.

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Lunar - Day 6 (1): Most interaction elements are working!

Posted by reidrac on 2013/09/06 12:06

This is a quick update, I'll write another post by the end of the day.

Just a quick preview of how things look so far: https://www.youtube.com/watch?v=KOJaGCS1zMA

Still lots of things to do, but so far my hack to workaround tiled limitations seems to hold in place!

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Super Moon Adventure Turbo Extreme - Day 6

Posted by capturts on 2013/09/06 09:20

Didn't manage anything yesterday and Fridays I have to be super busy running my website :(
Hopefully there will be time this evening and Saturday...

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Ken N - Render framework evolved, on to objects

Posted by kenners on 2013/09/06 07:57

So I had some fun brainstorming ideas with my brother late at night for what I'd want the game to do if I knew what I was doing. Of course I don't, so they won't be making it into the game. If I do this challenge again, I can try to pair with an animator and/or 2D artist and get some original content going.

In other news, I also got a chance to actually watch Moon, and it was pretty awesome! I gave a shout-out to Duncan Jones (director) on Twitter, and he replied back! Love it when people engage like that... https://twitter.com/kenners/status/374789440213774336

With less than 48 hours to go, I have a decent framework, and now I just have to fill out my 3 main game pieces:
  • Sky
  • Moon
  • Rover
Right now my rover is actually just a picture of Fry from Futurama. I spent some time tonight figuring out how to render video direct from the game (at a huge performance cost). See it here: http://www.youtube.com/watch?v=Jh9Gx3rule4

The end goal will most likely be a rover graphic that flies over a pockmarked moon, with dynamic twinkling stars in the sky. Not much of a game in the end, but not bad for a first timer.

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Aranara - Day 5 - Aranara

Posted by paulpaterson on 2013/09/06 02:55

It is a bit disconcerting that day 5 starts with "1 day and 21 hours and 9 minutes to go". 

Today (tonight!) my plan is to work on some dialog for Gerty. He is pretty important to the overall feel of my game and so I need to get some writing done. This makes a change from the coding and graphical work. 

Good luck to all the other participants. We are in the home stretch now!

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Werewolf Sonata - Claws and polished floors don't mix

Posted by Decoy on 2013/09/06 00:22

Where is the floor polish again?
We continue to make items and interactions better, adding more traditional game elements to what was still looking like a physics demonstration. It's been a slowish day, but we *might* have something that works by the end of Friday. Then we just need to make levels... Some of the things that happened:

What this game needs is more game

The protagonist gained the ability to carry out actions in the game world (yay for opposable thumbs), like open doors and pick up things. Which is useful, because there is now also a collectable gun, without which you cannot shoot the bullets, that hopefully hit the aliens, that just wanted to say hi, with acid. Doors in turn now have to be opened and there are levers to push and switches to toggle. *More* plumbing was added to the game engine. 

The death of a protagonist

Death has been added, both player and alien. Yep, if the protagonist takes enough damage, the game now kicks you to the death screen, though the werewolf does have the ability to heel. I mean heal. And strangely enough, though they can't regenerate yet, the aliens started looking more attractive just before they gained the ability to die.

The best offence is a good offence

Bullet physics has been wrangled so that they are fast (they used to be slow enough that you could kick them around the level) and are now properly destroyed when colliding with things. A claw attack for the werewolf form was added at the last minute, but something broke the animation cycle, so it now looks like we are scuffing the floor really badly as we go around the level.

A plot thickens and grows lumpy

We gained a plot, that will become apparent when you play (no spoilers). And apparently we gained sheep?!? Wait, was that a spoiler...

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Sane Mushroom Picking - Day #5: Almost Nothing

Posted by petraszd on 2013/09/05 21:59

I have almost no time to do something. Around one hour. So, I have done some small tweaks and that is all. Biggest change: now shotgun actually shoots several bullets.

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