October 2014 challenge: “One Room”
Posted by Mach_5 on 2014/10/07 18:01
So far so good. The UI is almost done and I am getting to the main features. After basic burger generation is complete, I can finish up the clocks and do some beta tests. If I still have time, I'll add some more features.
Room3 - Better late then never
Posted by wezu on 2014/10/07 17:42
I had a bit of a long start - that is to say I didn't start until today - but I made some progress anyway.
First things first. The idea. When I voted for the One Room theme I imagined I would make a room-escape, survival-horror, tower-defense hybrid, where you need to make some MAcGyver style traps to fend of waves of zombies...but with 4 days left? Not a chance. Enter plan B.
Plan B is a much simpler game - a kind of Memory on steroids. In short - To score a point you need to find two (or more) matching items, usually cards with pictures, in my version -colored cubes. Ok. But where's the one room in this? Well, the cubes are placed on all six walls of a cubical room. But it's not as simple as clicking on two cubes on different walls, oh no, you need to walk from one to the other - and did I mention you can walk on all of the walls?
An early screen:
The Never Ending Dungeon - Created 'Transition' parent-class - running into problems...
Posted by raubana on 2014/10/07 17:25
I created a special class for handling transitioning between different grids. It's having some issues at the moment, but it seems promising. I'll post more about it later...
Posted by knowledge on 2014/10/07 16:50
Today I did walls for brain
and I started to do some other things like:
levers and fixing some bugs!
Really little amount of things
Posted by benssoon on 2014/10/07 15:38
Well, this is certainly proving to be at least as much of a challenge as I expected. I have spent most of my time learning that using pygame.draw is incredibly tedious for most things and trying to get physics to happen. I haven't really made a discreet physics engine (i.e. a separate module), which worries me a little bit because I can foresee the physics getting quite large and cumbersome. But, I will probably leave it as is until it really becomes a problem. That's generally what I do with these kinds of things. Even though it seems like it takes a lot of extra effort. Seems to work most of the time, though. I also created all my sprites as separate images using gimp. Yay pixel art! And at least I can make things fall now.
The Never Ending Dungeon - Falling Animations/Deaths and Working Baddies!
Posted by raubana on 2014/10/07 14:40
I've managed to get the Baddie to move around. I've also added in simple falling animations for both the baddies and the player. I'm going to implement the dungeon transition system next.
Posted by npresston on 2014/10/07 13:59
I may have run into a snag. So far in this challenge I have had limited, and unreliable, access to a computer to work on, and now, because UPS is two weeks late, I may not have enough time to finish. I will sincerely try, but I think that I may not be able to finish my first pyweek.
Posted by raubana on 2014/10/07 12:57
Good morning :D
Alright, so already today I've managed to implement basic path-finding, which even has a nifty way of avoiding other mobs that may be "in the way". I need to test out having mobs move next.
Posted by sremot on 2014/10/07 11:30
We spent some time creating an entity-component-system module, and adding some graphics and event layers on top of pygame. This took us some time, but we are satisfied with our architecture. Alexandre could finish the first version of the menu and the game over screen today.
We have also implemented some basic tiling system, so now the low-level code is done. We can move on the assets, the definition of the house, and the animation system.
Posted by mit-mit on 2014/10/07 10:44
I did some brainstorming for each of the themes last week, and luckily, "One Room" was one of the four I could come up with anything for. My main goal for my first pyweek is to really just try to produce a finished game, so I've decided to go with a concept that shouldn't be too hard to implement and is bound to work as a fun game. I've going with a sort of Sokoban-style game with some added flair where you work for a furniture removal company.
I got a basic implementation of the game engine written on Day 1 and I've spent Day 2 and 3 sourcing some nice artwork and fonts, implementing a scene/director structure for the game logic (based on a nice tutorial: http://nicolasivanhoe.wordpress.com/2014/03/10/game-scene-manager-in-python-pygame/) and some basic title screen and menu objects.