October 2014 challenge: “One Room”

Grab Everything You Can! - We have Time!

Posted by RB[0] on 2014/10/06 23:57

We implemented a day/night cycle to things, and some of my viewers are going to create some art so i can focus on coding!

It's been a busy morning, so thought I'd add a mid-day update.
We updated our controllers to be in a group so we can easily offload the logic into it's own specific area, and let things interact, so zombies can check what time it is from our timecontroller and decided how to handle the zombies (aggressive, line of sight, etc.)
With the time of day you can now see day creeping in and dawn and away at dusk, and then getting pretty dark the rest of the night. I kind of need to set it to be darker longer instead of a smooth increment from 2:00am back or forward.
We implemented ghosting so our party will be visible while behind other objects, updated buildings so you can go inside and out (revealing/hiding the roof), and updated object generation to stop objects from going inside other objects (as much as possible).


There has also been a lot of work on the world to update the engine to work better and be cleaner, and we are now ready to start adding some functionality. I've tried to make this style of game many times before (map engine style) - but we always seemed to have more issues than we could handle, and never got to the actual gameplay until the last day or two. It looks like this time we've solved that issue and are able to start working on the core controls and such much sooner, which is exciting!

I've also been checking out the other entry, and did a run down of them for my viewers - some impressive stuff happening guys - we can't wait to try them!

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The Floor is Lava - End of Day 2

Posted by Quikli on 2014/10/06 23:44

Got the startings of a pretty fun multiplayer arcade game (local multiplayer w/ multiple gamepads, not network). Starting to work on sprite graphics. Tomorrow's goal is to have a map system. Since the theme is "One Room", I will only have 1 map, so maybe I go hard-coded instead of tilemap.

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The Never Ending Dungeon - Added hurt animation, and further improved controls!

Posted by raubana on 2014/10/06 23:18

I added in a hurt animation that is composed of two parts: an initial part where the character is red, has no control, and goes flying in some direction; and a post-hurt part where the player has control but can't be harmed, and will rapidly switch between full opacity to half opacity. After that, the player returns to normal. I also managed to fix that weird bug where the sword could be aimed in a different direction than where the player is facing, plus I managed to make it so the player character will continue to grab directional events - even when in the middle of a swing - so that the user can take immediate control with a new direction as soon as the swing is over.

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Experimental - The strange room

Posted by emersonleon on 2014/10/06 22:58

In this first day we fixed the idea of the game and started to design the basic engine on pygame. I got some help from my brother with the art work,and from my sister with the music and sounds, but still there is a lot to do!

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The Never Ending Dungeon - Improved Movement and Stab animation are in!

Posted by raubana on 2014/10/06 22:10

After I managed to get the sword sprite into the player class, fiddling with how to get it to point in the correct direction led me to discover that it's best to use events for choosing which direction to move (and of course deciding when to start moving), and instead of using events for when the player needs to stop I check if the key that matches with the player-characters direction is still being pressed. This creates incredibly smooth and responsive movement.

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The Never Ending Dungeon - Tile-based Collision Detection and Correction is working!

Posted by raubana on 2014/10/06 21:24

I managed to implement a system for all Entity objects that allows them to correct their position so they don't pass through walls. I've also added a thing so that the 'camera' want to center on the middle of the dungeon, but will move when the player gets too close to the sides of the screen. I think I'll try to implement an attack animation for the player next. After that, I'm thinking I'll be making my first baddie.

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Dungeon Squabble - Day 2 -slow going

Posted by permianlizard on 2014/10/06 20:40

So it looks like I'll be making a strategy type thing in a roguelike dungeon where you take over rooms.

I didn't feel like putting together the levels by hand, especially since that really set me back during the last challenge. So after the project setup preliminaries I managed to get basic dungeon generation going. It still produces some artifacts but it'll have to do -tommorrow I need to get some actual gameplay elements in

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Get Out - Menus Completed

Posted by renuncln on 2014/10/06 20:08

The menu system is completed, attract music and menu hooks are all working properly. Now on to the procedural level generation, and map rendering engine. Slow progress, but it is progress.

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Darkroom - No real progress

Posted by grummi on 2014/10/06 19:56

I rewrote much of my game code because I just threw everything together the first time around. That means I didn't really make any real progress, and the game isn't as far along as it was before. But the code structure is a lot nicer, which hopefully means I can work much faster from now on.

I am working on integrating some music into the game. First time I ever really worked on sound in games. I usually abandoned all my prototypes long before integrating music or sound into them. I downloaded some music from Fake Music Generator. That is a pretty nice service. I might even use the music in the final game.

But for now I am going to bed. Only the second day, and already dead tired…

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The Never Ending Dungeon - Added Character Sprites

Posted by raubana on 2014/10/06 19:46

I managed to center the screen properly and I have a working walk-cycle now. Now I have to do collision detection with tiles that are walls.

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