October 2014 challenge: “One Room”
Vixelli's Adventure - new features #1
Posted by cbrocGames on 2014/10/06 03:10
Deep Death - Sum of Day 2
Posted by foxhunter12 on 2014/10/06 01:45
Unvisible - one room, one hit man, one target, one outcome? - Day 1 - 4,712 miles and some planning
Posted by paulpaterson on 2014/10/06 01:16
Cubix - Triangles!
Posted by starheap on 2014/10/06 00:14
At the last minute we said screw it, roll our own opengl binding. We had ran into some a show stopper bug with opengl on Saturday when doing some pre-contest tests.That bug i seemed to have replicated in our binding, now fixed of course.
So from here we need to finish up the shader class, write a matrix math library, and then start on texturing. Hopefully we can be done with that by the end of today.
Thanks, Matthew
P.S. Our github repo is located here: Cubix Github
One Room And A Goblin Invasion - Day 1: Explanation of my game-idea and what I've done so far
Posted by Master47 on 2014/10/05 23:30
My game will be about one room and an invasion of goblins, who try to turn this lovely, clean room into a mess. The player will be controlling our main character, Mr. Clean, who tries to stop this invasion by goblins for as long as possible by getting rid of them with a single weapon. The projectiles fired by this weapon consist almost entirely of washing powder. Anways, the goblins will thoughout the game enter through three seperate doors into the room where our Mr. Clean resides. They will constantly moving around, stopping, making a mess and such. Mr. Clean has got a broom to clean up the mess they create, but once the room becomes to messy Mr. Clean (and the player) has lost the game.
The longer the game lasts, the more goblins will enter in a given time. Also, I plan on limiting the max. amount of goblins to 10-20 at a time. If there are more goblins in the room than this upper limit, the player has lost aswell.
So far I am almost (at least to my knowledge) done with the graphics. I will now move on to the coding in order to get a first playable test-version where the player can move around, shoot and clean the room. After that I intend to add the mechanics for the goblins. I guess that this will be the most difficult and challenging part of my project.
Legend of Goblit - Day 1
Posted by mauve on 2014/10/05 22:46
I'm doing an adventure game this Pyweek. I've never done one before, but had been thinking over previous contests that it might be possible to write an adventure set it in a single room; that the limited environment might put it just the right side of too ambitious.
This is obviously going to require some cleverness in order to organise a whole story to happen all in the same place. I'm inspired by single-set stage plays, where some of the action happens off-stage, and the actors talk about it in the scene. People going in and out offers the opportunity for them to bring or drop props.
So I spent the first six hours or so of today knocking up a first draft of the script. I've written it in a Restructured Text-inspired format, which can be parsed and hopefully played back once there are characters in the scene. Here's an excerpt:
RALPH: You only just passed the basic certification! .. choice:: I turned someone into a frog! GOBLIT: I turned a man into a frog! RALPH: That was a toad. And he still had man lips.
I started knocking up some graphics but the room is very bare still. Adventure games certainly require a lot of art, but the programming should be much more simple than some of my previous entries. I've kept the art style for the characters deliberately simple too, to make it faster to animate them.
Deep Death - Getting There
Posted by foxhunter12 on 2014/10/05 22:38
The Forgotten Angel - Yet another ripoff of Star Control 2
Posted by Cosmologicon on 2014/10/05 22:26
This entry will be far from my most groundbreaking, but I'm hoping it will still be good despite that. It uses several mechanics that have appeared in my previous PyWeek or Ludum Dare entries, and, like several of my games, it's strongly inspired by my all-time favorite game, Star Control 2: The Ur-Quan Masters. At least the "one room" part of the mechanic will be original, for me anyway.
As you can tell by the screenshot, I am avoiding as much work on the artwork as I can at this point. This is because I hope to have a voice actor on board, and I want to be able to give them a completed script soon.
Darkroom - Animating the main character
Posted by grummi on 2014/10/05 21:58
I created a sprite sheet for the main character with the Universal LPC Sprite Sheet Character Generator. This tile sheet contains all animations that I could need for the main character. Lucky for me. It would not have turned out nice if I had to create the character myself :)
Now I am working on displaying the correct animations in the game.
Pacewar - Early Technical Difficulties
Posted by onpon4 on 2014/10/05 21:47
As I begin to make the base engine for Pacewar, I am reminded of why the SGE is still considered a beta release as I discover a few bugs that either crash the game or wreck basic behavior. I patch the copy of the SGE used for Pacewar, then send the same fixes to the SGE Git repo to be included in a release later.
At the same time, I am reminded of the reason I made the SGE in the first place. Despite the hiccups, I now have the basic engine for Pacewar basically completed. Flight controls are working perfectly (though I'll probably adjust the the speed constants in the future), and all that's left in that area is guns, and adding the AI to control non-player ships.
I opted to make the arena an enclosed space. This decision was made for two reasons: one, because it makes it more like a room; and two, because it'll be a lot easier to do the parallax scrolling effect I want to do if I don't have to deal with screen wrapping.