October 2014 challenge: “One Room”

Darkroom - Added a simple weapon chooser

Posted by grummi on 2014/10/08 21:31

I added a simple weapon chooser. Now I can select which weapon animation to play while playing :)

Tomorrow I will finally start to add enemies to the game. About time, not much point in an action adventure game without enemies :)

I hope i get to integrate the light into the gameplay. I'm planning to have the player be able to set torches on the ground to light the room. He can only see enemies if they are in the light. Maybe have the player be able to carry a torch, but not attack as long as you carry one. Or maybe only with a weak dagger.

I'm still missing a goal or target for the player. Maybe have him only have a limited amount of torches, and let him die as soon as he used up the last of them. He can get more by killing enemies and collecting theirs. That way it would be a kind of survival game.

But I'll have to see how much I get done till Sunday. So much to do, so little time.

Add a comment

Darkroom - Finally some progress

Posted by grummi on 2014/10/08 19:43

I found the bug in my viewport code. Animation of the main character works. He can walk, run, and attack.

edit: removed big gif image. Look in the entry page for an animated version

And he can no longer walk through walls. Now I'm going to implement different weapons.

I also implemented a simple screenshot functionality for convenience :)

Add a comment

Zort the Explorer - First Entry!

Posted by bitcraft on 2014/10/08 19:41

I've been working with wkmanire and AlecksG on this pyweek. wkmanire has been helping with getting ideas, coding and supporting the project. AlecksG has added a very cool maze generator to build the levels, and I've been putting in 100% of my free time to correct issues with the hexagon tile renderer, but finally I am happy with it! We've got just a few basic game object implemented, but most of the work is done on the mechanics already. We're going to focus on getting game items and more levels.

Add a comment

The Floor is Lava - Tiles tiles tiles and more tiles

Posted by Quikli on 2014/10/08 19:13

Finally have all of the tiles done for my floor is lava game. The randomization routines for which tiles convert to lava probably needs some work, but next up I need to make character sprites and coin sprites. The players will have to collect as many coins as they can before falling in lava. simple enough but should be a lot of fun to do the rest of the game logic once the graphics are done.

Add a comment

Dizzy X: The Great Escape - Startup

Posted by mirek on 2014/10/08 14:18

You know it - you have to prepare the environment with virtualenv and to istall some basic packages. i finally installed PySDL2, because i had some issues with pygame installing on my fedora20 over pip. shit - i lost about 30min. and the hello world example works. so - lets continue with project creation in pycharm and learn some image/sprites handling.

Add a comment

Escape from room - Day 3

Posted by knowledge on 2014/10/08 11:07

I had school today, so I didn't do much things, but I:

  • fixed some bugs
  • added gravity
  • clear picture of game in my mind

First screenshot will probably be on Day 4

Add a comment

The Family's treasure tale - Room and minimap

Posted by wonderchef on 2014/10/08 07:46

Yesterday I made some basic sprites to display the background of the room, aka the ground and the walls. We chose a perspective inspired by 2D Zelda games, because we need to see easily where are the doors and the windows in the room. I added sprite support in our architecture and now we have the room on the screen. Steven worked on the description of the house and the minimap that locates the room into the house. He also made an animation system to move our entities. Today I'm going to make some furniture sprites, and then, extend the animation system to support animated characters.

Add a comment

Unvisible - one room, one hit man, one target, one outcome? - Day 3

Posted by paulpaterson on 2014/10/08 04:19

I have the game fully playable now with all the rules implemented. All the graphics are still placeholder and I haven't done any tuning yet on the card values or the overall user interface.

The major task in implementing the game so far was getting a statefull representation of the game so that you can easily see the flow of game (dealing cards, playing cards, AI's actions, scoring etc). I implemented this using generator functions. Each generator contains the logic for a certain game state (28 in all). Within the generator the process of the state is tracked. This allows quite fine grained control over the timing of on-screen events. Without this the player will be totally lost trying to work out what is going on.

In its playable form I can see the different mechanics coming into play quite nicely. In particular the player has to balance going for an easy kill (hit) versus avoiding detection by the police. It isn't fun yet but I can see how it could be if I can get the tuning and polish to where they need to be.

I'm still a bit ahead of schedule but I think I have probably underestimated the time taken for graphics and polish!

Add a comment

Limbo room - brain explode

Posted by andarms on 2014/10/08 04:03

the first night everything was going great, but the monday morning i start to think about my first game idea that was make a rpg game like zelda, the hero has to find the desires' room in a dungeon with traps, monsters, chests, and many other things, this idea was good but i dont know, is like out of the theme. so i started to think another idea.

some hours later, i found a new game idea, a guy who is attacked for many mutant dirty laundry, and now he have to tidy up things, using some weapons that find in his room... a idea more like the theme, but i found another problem here, draw mutant dirty laundry is so fucking hard, after many fights with my computer who not makes the things that my mind imagines, and want to throw it all away. I decided to donĀ“t do this thing. and this way the monday ends.

Tuesday, i wake up with a new fresh idea, so i start to do the graphics(the hardest thing to me), then seeing that it was able to materialize my thoughts, i decide stay with this idea, is like a merge of the two previous.

so this is my current idea: Hero a gamer boy who is boring to win all the video games that he has, so he always have a desire to live inside a video game, make the things real. and one night this desire came true, or some thing like that, cause he isn't living a video game, he is in a middle room between the real world and videogame's world, but he isn't alone here, many characters want to come to the real world and he mission(your mission) is stop that and live the bigest adventure of his life.

so with this idea, i did many progress today, and i decided to don't change my mind again.

Add a comment

Grab Everything You Can! - End of Day 4

Posted by RB[0] on 2014/10/08 03:23

So... I am having this feeling of deja vu.
Normally on my entries we start out working from Saturday night til Thursday, everyone crash and then we restart completely and finish the last two days.
This year we seem to have better luck where we have really stable, flexible code that seems to be fairly robust - which is awesome.

The problem, however, is that we need a ton of art assets to make the game work - basically isometric images for each character, object and building in the world (completely animated and facing each of 8 directions), we need tiles for the map, we need inventory items, and, if possible, representations of those items on characters, we need projectiles, we need sounds and music.

Basically, we need a ton of images - far too many to ever complete on time, unless we had a few dedicated artists, which we don't.
So now I have to come up with a different way of handling things, either by going sort of like a Zombie version of "Stay Alive" that is turn based (which seems slow and weird), or just say screw it to the directions of characters, and just to one image, animated if possible, that moves where we go, and remove any notion of direction facing - which sort of sucks as I built an awesome system for that today...

Either way, it appears I need to find a way to remove a lot of the art assets we need ro be able to focus more on the gameplay - and then possibly add those assets back in later... hmm...

Add a comment