September 2013 challenge: “Moon”
Aranara - Day 4 - Aranara
Posted by paulpaterson on 2013/09/04 23:14
Today I realised that PyWeek is 40% design, 40% coding, 40% project management and -20% sleep.
I did my project management bit today by listing all the remaining tasks and categorizing them as must-have (1), nice-to-have (2) and yeah-if-I-had-another-week (3). Then estimating those tasks and calculating the amount of time I have left I think I can get all my 1 and 2's done.
Today I focus on a bunch of relatively easy #1's - a) to get things done and b) to recover some energy. I noticed that yesterday I was flagging a bit and the code was suffering!
Goals for today,
I did my project management bit today by listing all the remaining tasks and categorizing them as must-have (1), nice-to-have (2) and yeah-if-I-had-another-week (3). Then estimating those tasks and calculating the amount of time I have left I think I can get all my 1 and 2's done.
Today I focus on a bunch of relatively easy #1's - a) to get things done and b) to recover some energy. I noticed that yesterday I was flagging a bit and the code was suffering!
Goals for today,
Start screen |
Level select screen |
Harvester polygon physics |
Drag-drop bug on palette |
Logo |
Upload to site test |
Werewolf Sonata - A violent struggle to the death, and beyond
Posted by drnlm on 2013/09/04 23:10
Work unfortantely still continues to distract us, so progress is still slower than I like.

Art continued to arrive and the game is looking very pretty.
The level editor learnt a few new tricks, and can now interact with the various objects we've created, which should make generating gameplay content a lot easier.
We also started working on the combat part. The aliens can now damage the player, although the player still shrugs off death as a minor inconvenience. We've also added simple, although rather idiosyncratic, bullets.
Decoy managed to find time to trawl through several lists of freely reusable audio files for sound effects, and we've started work on hooking those up, which will make sneaking in time to work on the game at the office a lot harder.
During the course of the day, we also added some global state to track various statistics, and this promtly led to a basic save game being implemented.
The underlying plumbing is now in decent shape. Several of the team will be in the same location tomorrow, so hopefully that will allow us to get some planning on content and story done, so we can push forward with the actual game.

Art continued to arrive and the game is looking very pretty.
The level editor learnt a few new tricks, and can now interact with the various objects we've created, which should make generating gameplay content a lot easier.
We also started working on the combat part. The aliens can now damage the player, although the player still shrugs off death as a minor inconvenience. We've also added simple, although rather idiosyncratic, bullets.
Decoy managed to find time to trawl through several lists of freely reusable audio files for sound effects, and we've started work on hooking those up, which will make sneaking in time to work on the game at the office a lot harder.
During the course of the day, we also added some global state to track various statistics, and this promtly led to a basic save game being implemented.
The underlying plumbing is now in decent shape. Several of the team will be in the same location tomorrow, so hopefully that will allow us to get some planning on content and story done, so we can push forward with the actual game.
Spacekeeper - Slow progress
Posted by ilseppia on 2013/09/04 23:07
4th day is gone and we have a rougly playable thing. Not a game yet.
We also agrees a story: game is about lunar dustman, or better a dustgirl.
You move your ship along the earth-moon route, recycling garbages and maybe collecting treasures.
And there will be also asteroids and aliens.
We also agrees a story: game is about lunar dustman, or better a dustgirl.
You move your ship along the earth-moon route, recycling garbages and maybe collecting treasures.
And there will be also asteroids and aliens.
Sane Mushroom Picking - Day #4: Shooting Mushrooms
Posted by petraszd on 2013/09/04 22:48
http://www.youtube.com/watch?v=kWSIoY4PPKQ
Base mechanics is here. I've no idea how it is going to become a game. You know, like winning, losing an stuff.
Now You can:
- Walk around the moon
- Cut mushrooms
- Shoot bullets
- Mushrooms will explode
- Blood splashes on screen
And it needs a lot of tweaking and fixing. For example: collision detection changes, when mushroom starts flying; no shooting through moon; astronaut animation and thousand more.
Base mechanics is here. I've no idea how it is going to become a game. You know, like winning, losing an stuff.
Now You can:
- Walk around the moon
- Cut mushrooms
- Shoot bullets
- Mushrooms will explode
- Blood splashes on screen
And it needs a lot of tweaking and fixing. For example: collision detection changes, when mushroom starts flying; no shooting through moon; astronaut animation and thousand more.
daftspaniel5 - Day Four - Plodding On and GFX Test Screenshot
Posted by daftspaniel on 2013/09/04 21:15
Not feeling so good today :-/ Still coding takes my mind of it. Added some GFX creation, tweaked the moon creation model and added some player movement. The pseudo 3D seems to work okay without a vanishing point and things are easy to scale from 8x8 on the fly.
Questions needing answered: Why are you on the forest moon? Why are you exploring? Survival? And can I code a crossbow?
Below is a screenshot of my GFX test as it is more interesting than the actual game right now! It gives a good impression of the faux retro blocky pixel look that I am going for. Yellow beetle thing will probably be an enemy.
Questions needing answered: Why are you on the forest moon? Why are you exploring? Survival? And can I code a crossbow?
Below is a screenshot of my GFX test as it is more interesting than the actual game right now! It gives a good impression of the faux retro blocky pixel look that I am going for. Yellow beetle thing will probably be an enemy.

Moon Lander - Pyweek done
Posted by jimmybob on 2013/09/04 21:02
Well, that is the end of my Pyweek! I'm away from tomorrow till the end of the competition, with no opportunity to work on my code :( Last time round I started on Wednesday evening, this time I'm finishing on the Wednesday evening. The good news is that this means I got two Pyweeks for the price of one. The bad news is that I could do with having the other days. Hopefully next time round I will be able to code for at least parts of the whole week, and then maybe I'll go for something more ambitious.
I've uploaded the final version of my game 'moonlander'. It is a very simple game that is a fairly quick play but hopefully at least a little bit entertaining. The objective is to fire a rocket to the moon. You control the direction of the rocket, the power of the launch, and can also change gravity to alter the trajectory of the rocket.
I'll be back at the end of the competition, and hope to write a more detailed diary entry of how things went for me, what I learnt etc. Looking forward to playing all of the wonderful games everyone creates!
I've uploaded the final version of my game 'moonlander'. It is a very simple game that is a fairly quick play but hopefully at least a little bit entertaining. The objective is to fire a rocket to the moon. You control the direction of the rocket, the power of the launch, and can also change gravity to alter the trajectory of the rocket.
I'll be back at the end of the competition, and hope to write a more detailed diary entry of how things went for me, what I learnt etc. Looking forward to playing all of the wonderful games everyone creates!
Lunar - Day 4: But it moves!
Posted by reidrac on 2013/09/04 20:16
Today has been quite productive.
I have around 45 minutes commuting every day so I've been using that "dead" time to write part of the story, and that led me to model more assets (ufff); but it's OK: without a good story the game would be a total failure, and a good scene makes the story more effective.
I modelled the avatar (a droid) and... well, it looks like a droid (more or less) so I'm happy!

I've implemented basic movement (no collision detection yet, but if I'm right it shouldn't be too hard).
It doesn't look like a big advancement, but I think it really is. I'm not confident in my modelling abilities so having enough assets and a character for the player to move around and interact with the scene is a big win.
For tomorrow I plan doing the collision and start the interaction with the scene (I plan to implement two verbs: "see" and "use", or something like that). If that gets done I'll be in a good position to finish a the game between Friday and Saturday.
Also tomorrow I'll try to use my commute to close the script because at the moment I don't know how to close the story :S. Stay tuned!
I have around 45 minutes commuting every day so I've been using that "dead" time to write part of the story, and that led me to model more assets (ufff); but it's OK: without a good story the game would be a total failure, and a good scene makes the story more effective.
I modelled the avatar (a droid) and... well, it looks like a droid (more or less) so I'm happy!

I've implemented basic movement (no collision detection yet, but if I'm right it shouldn't be too hard).
It doesn't look like a big advancement, but I think it really is. I'm not confident in my modelling abilities so having enough assets and a character for the player to move around and interact with the scene is a big win.
For tomorrow I plan doing the collision and start the interaction with the scene (I plan to implement two verbs: "see" and "use", or something like that). If that gets done I'll be in a good position to finish a the game between Friday and Saturday.
Also tomorrow I'll try to use my commute to close the script because at the moment I don't know how to close the story :S. Stay tuned!
to-get-lucky - Screenshot!
Posted by bitcraft on 2013/09/04 18:35
Spacen - spacen - Day 4
Posted by otus on 2013/09/04 18:10
Day four I started after noon with a bunch of general tweaks. I added another
sound (pain sound when hit), refined collision testing and animations. I then
listed what I still wanted to add and rethought how the mechanics should work.
listed what I still wanted to add and rethought how the mechanics should work.
Next I decided to add powerups. Reloading was already in, so I added a bullet
stack where the guy would pick them up. I stole a health pack image and drew a
grenade, but ran out of steam before implementing them. So this was definitely
the least productive day so far.
Three days to go so I'll need a schedule.
Thursday = finish powerups, try some ideas.
Friday = intro/menu, outro/hi-scores.
Saturday = polish, distribute.
Thursday = finish powerups, try some ideas.
Friday = intro/menu, outro/hi-scores.
Saturday = polish, distribute.
Steel Moon - AAAARGH!
Posted by TheMrFarquad on 2013/09/04 15:07
Ok, so today hasn't gone well, my phone died during the night so my alarm didn't go off meaning I woke up much later than I'd expected to and I now have an error in my code that I can't find the source of. It's an absolute pain in the arse but I can't actually do any more until I find it. >:(
On the bright side I've done some more art for the game but I have no sound and I doubt I'll get any done before the end. At this rate I'm not going to finish anyway...
On the bright side I've done some more art for the game but I have no sound and I doubt I'll get any done before the end. At this rate I'm not going to finish anyway...