October 2014 challenge: “One Room”

One Room - Day Two - Gameplay Begins

Posted by daftspaniel on 2014/10/06 19:33

Good progress today - plenty else going on but happy with progress. Only really hit one issue (sound lag) but luckily found a good copy+paste solution.

The Game... You are an intergalactic carpet fitter on a mission to fit out the Universe 'one room' at a time! Of course, complications such as monsters arise :-)

This is a plain test square on this level but there will be more interesting layouts to be carpeted. The green squares are to become dino's of some sort and I am considering some Gridrunner style lasers for later levels.

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The Never Ending Dungeon - Finished Tile System

Posted by raubana on 2014/10/06 18:37

So far, I've managed to create and finish the tile-system for the game, with allows for scrolling and dynamic rendering of the background in a relatively efficient way. I still need to get the player finished and the screen isn't being centered right...

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ThEdA_P19 - Starting Late

Posted by gizmo_thunder on 2014/10/06 17:40

I have conveniently missed the voting and the first day of pyweek19. Hoping to catch up by making progress the rest of the days. Im' thinking on the lines of recreating a simple fun mechanic i found in a mobile game. Hope it works out.

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Throw The Book At Them! - First Proper Day

Posted by amos on 2014/10/06 13:40

Due to travelling yesterday I didn't really get a chance to do anything other than think about my entry. The result is a game called "Throw The Book At Them!" I intend to do a top down (possibly scrolling camera port possibly not) game, set in a large library (the room of our theme). Zombies will arrive in waves (possibly 10 at a time). They will try to reach the player character who can destroy them by throwing books at them. There will be various tables and possibly other furniture to navigate round. That's as far along as my planning has gotten. Time to work on some art work later and start coding the basic outline of the game. Dave

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Morphman! - Almost there

Posted by highonmocha on 2014/10/06 13:38

I added coins and the obstacle, but giving morphman his special ability is to be done. Also added sound effects and music. Working on start, end and controls screen right now. Never done packaging before so let's see how that goes.

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npresston Pyweek 19 - Concept

Posted by npresston on 2014/10/06 11:20

Okay, I was kind of limited on internet yesterday, but I was able to get the theme, do some brainstorming, and I have my concept. I was originally going to go with an adventure style game, but after a lot of brainstorming I realised, I suck at art. A lot. And in that kind of game, the art is essential to it's success, more so than in most genres. So, after a little debate, I scrapped that idea and moved on. So, my next thought was, hey, why not a survival game. It's not like it's ever been done before. A few million times. I know not very original, but I think the reason they are done so often, is because those types of games are great. So, with that in mind, I have developed my idea:

You are a traveling adventurer, wandering the country side, seeking, well, adventure! You awake one night to find everything in your camp was stolen. Everything. They even took your shoes. So, with nothing but the clothes you're wearing, you must seek safety in an abandoned church. As night falls, you hear noises, and soon the church is under attack by hordes of monsters! Somehow, utilizing just your fists, you make it too morning. And then, low and behold, a magical wizard appears. This very suspicious merchant is selling wares very much like the items stolen from you, but he insists they are not. So, with the wizard returning each day, and monsters attacking each night, you must fight, survive, and buy back all your stuff for ridiculous prices. And once you have, the wizard has the nerve to try and rob you again, but this time you're ready, and defeat him in battle!

I thought it was pretty good. Simple, effective, with a slight twist beyond most survival games. I think it'll turn out good. Later today I'll upload my prototype for the map. (P.S. it's in a church!)

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Pacewar - Optimizations, shooting, and more bugs!

Posted by onpon4 on 2014/10/06 11:01

Adding shooting, I noticed that the flight controls weren't perfect before, after all. In fact, the ships were flying backwards, and there was a bug in the SGE that caused rotation to be clockwise instead of counter-clockwise. Long story short, I ended up fixing that bug and implementing shooting, finally.

Then came a little problem: shooting a lot of shots at a time was causing the game to slow down. My first step towards solving this problem was to put a limit on your firing rate, but that wasn't enough; every ship (out of 24) shooting was causing slowdown. What to do? Off to cProfile! Using this, I determined that, of all places, the collision function in the SGE was being slowed down by property calls! In fact, these calls were slowing down the collision function so much, that after optimizing them, collision detection time was cut in half. Imagine that! So I optimized them and sent the optimizations to the SGE repo.

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Escape from room - Day 1

Posted by knowledge on 2014/10/06 10:04

Theme was OK for me.

I didn't do much things only this one row in Notepad:

One Room - You can go anywhere but in your mind you are always in one room.

Today I added some lines in Notepad:

You in your mind (in further contest brain) control you in reality (in further contest you)
and you affect on your brain

Most of people have something like this:

You are in one room, you must escape from that room and monsters are attacking you.

And because of that I'm thinking about something opposite (because it's one of the ways to have weird game):

You are monster, you must escape from that room and people are attacking you.

I'm not really sure how will I use this with current idea, but it might be cool.

I also created some art: brain, monster (player), texture for house, texture for inside brain...

If you ever ask why I use zombies/k-borgs/monsters in my games here is the answer:

Creating human character is so hard, it looks like monster or zombie when I finish it
so I always use monsters or zombies; I just try to create human and I'm done with art

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Cubix - Roundup

Posted by starheap on 2014/10/06 06:42

So today i finished quite a lot considering what i'm doing.

OpenGL Binding Process - Figured out and working
Basic Math Library - Implemented might still have a bug
Shaders System - Implemented and Working


Running properly on the following systems:
Python 2.7 all platforms
Python 3.4 all platforms
Windows
Mac OS X
Linux


We have a bug which seems to be originating from the math library. The orthographic projection matrix may be incorrect, nothing is shown on screen.


Once we get around that issue we plan on moving on to these items:
Texturing
Text rendering
Logging
Configuration System
Game play systems


See everyone tomorrow!

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Grab Everything You Can! - End of Day 2

Posted by RB[0] on 2014/10/06 04:44

So today got to a slow start, but we spent it refactoring code and getting the map engine more robust. Once that was done we started adding pieces, like buildings and objects that eventually we would interact with. Then a wave of collision bugs hit so we spent about 4 hours just fixing all of those... lol Luckily I don't think I have to work in the morning so maybe I can get a jump on fixing this stuff up! The idea has coalesced really well, and the biggest question left is actually whether to allow going inside buildings on the map, or popping in as a special screen, though the latter seems simple to code, possibly. Anyway, seeing some other awesome projects, can't wait to try them all out!!!

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