October 2014 challenge: “One Room”
Posted by mirek on 2014/10/09 05:55
hmmm.... i spent too much time with the pysdl2 to become familiar with. this was also because i had no previous experience with pygame or sdl itself. the tutorial for ext version and for traditional version were not enough, so i had to take a look into source codes of the library. that helped a lot. but to create spritesheet was another chanllenge.
so finally - i had to change the project to something easier. possibly top-down view and some action-logic game...
Posted by raubana on 2014/10/09 05:24
This game feels like a combination of I Want To Be The Guy, DanceDanceRevolution, and The Legand of Zelda. I like it :3
Limbo room - Some progress, many work to do
Posted by andarms on 2014/10/09 05:14
now i have a player who can move and hold a weapon, so i started to work in the graphics. I drawed some basic tiles and many things that i want to have my game are not included yet but i sure that i can make it.
i have now less of 3 days to end all the things that i want do, i hope can finish exactly like i imagine.
Posted by paulpaterson on 2014/10/09 04:56
The time today was on getting a start screen, screen to show all the cards, graphics and graphical polishing of the cards. I wanted to get the bulk of this out of the way before tuning gameplay and the look and feel of the overall game board.
In the screenshot below you can see a game in progress. It wont make much sense but you should be able to see different cards representing the hit (target), location for the hit, weapon for the hit and various modifier cards that make the hit more or less likely to succeed and increase the chance of you being detected.
I remember from my last pyweek that Wednesday was a day when my energy level started to flag and I noticed it again this time! It really helps now to keep an eye on the priorities so I'm updating my plan once a day to make sure I'm working the most significant items to get something playable and fun.
Posted by yariplus on 2014/10/09 04:48
Yep, that's all I got so far. Not gonna finish. XD But, it's a cool idea. I hope I can give you something playable.
One Room - Sticky situation
Posted by dholth on 2014/10/09 03:03
So I continued tweaking my physics re: player collides with world, loosely based on the
Sonic Physics Guide. Continuing to experiment to find good values for gravity, drag, etc. Characters will fall to and snap to the floor, and the floor sets your 'vy' to 0. And, a first for me, we only let you jump if you are currently touching a tile. No double jumping. The funniest part is the same logic that sticks you to the floor also sticks you to the ceiling!
The coolest thing about how Sonic interacts with the ground is that it isn't the obvious box collision with the floor. Instead, several "sensor" points including a couple at either side of his feet are checked for collision, then the usual snapping is done. The Sonic games take advantage of this system to play the "teetering" animation when you are near an edge - one sensor is on the ground, the other is in the air.
Posted by raubana on 2014/10/09 02:02
I managed to fix the AI for the baddies. I also added in some sounds and dynamic music, and just recently I added in the ability to script sequences which is freaking cool - I've never done scripted sequences before, so this should be pretty interesting.
Posted by gizmo_thunder on 2014/10/09 01:55
So finally got around to developing the idea. I've minimized the features. I hope it is still fun to play.
Im using multiple libraries. This might be a problem for people. Especially the pyglet as I had to change the lib source to get it to work on osx10.8.5
I'm also using pymunk for physics.
Cocos for the scenegraph handling.
I've still got to do the art. Which I'm hoping will be ok with simple wire frames. But have to see how it all pans out.
Legend of Goblit - Day 4: Combinatorial Explosion
Posted by mauve on 2014/10/09 01:00
Today I added the bulk of the item and inventory system. Here's just one of many things you might try that will not work:
There are already a large number of potential combinations of items, and very few have any custom dialogue. To make matters worse, the dialogue for an item can and should change between scenes, but none of that is written. I have a pretty powerful system for defining interactions between objects, but there are lots of edge cases and missing features that I may hit, so I'm still pretty close to the wire.
Tomorrow I need to tackle the dialogue system. With that done nearly all the functionality will be in place, and I can push to the finish line working on the content alone.
Posted by Quikli on 2014/10/08 23:13
Things are really starting to become rhythmic. Added a player sprite with running animation, collision detection with the pits, a couple bug fixes, and gamepad support (it's much easier to control on a gamepad!
Next up is a scoring system and graphics for the items you'll have to pick up to get points. After that, it's score board, menus, 2 player support, and sound. Was worried this morning, but it looks like I'm back on track to complete it in time!