October 2014 challenge: “One Room”

The Family's treasure tale - Getting started

Posted by wonderchef on 2014/10/05 21:34

We have started this Pyweek Challenge as a team. Steven won't be able to spend much time on it because of his work while I'll have to focus on both code (being a newbie in Python) and art, but we hope to finish our game in time.

Today we agreed on our game idea. Fortunately the theme 'One Room' got us both inspired. The Family's Treasure Tale will take place in a family house's living room. At the beginning, the family finds a treasure and decide to hide it somewhere in the living room. Some events occur menacing the family's treasure, for example a burglary.
The player will play the house's spirit. By displacing furniture in the room or displacing the whole room in the house, he will be able to change the course of events and protect the family's treasure.

Add a comment

Forked_Tail_PW19 - what we do not have

Posted by ilseppia on 2014/10/05 20:39

Preference for the picked theme Clear idea of what to do Chance to talk with teammate Time to write one line of code tomorrow will be better.

Add a comment

One Room - Day One - Title Screen, Structure and The Idea

Posted by daftspaniel on 2014/10/05 19:56

One Room wasn't one of my top choices so I had to think quite hard about this one. This was okay - I had a busy Sunday so development time has only been 3 hours if that. However I was able to knock together the structure of the code and I combined some of the gfx functions I wrote to make an animated title screen :-) See it move here The idea is to combine a few classic arcade games - mainly Crystal Castle and Q-bert. I'll reveal a bit more on that when I have a gameplay screenshot. For now, sleep!

Add a comment

Deep Death - All That's Left..

Posted by foxhunter12 on 2014/10/05 19:30

Now all that is left before the actual gameplay and crafting (etc), is the HUD for the item you are looking at, actions, inventory, etc. I have added a countdown timer set at 2 minutes so far. I may change it before I finish the game, but for right now 2 minutes seems like a good little challenge. The game should be finished by Thursday or so, right now I have really only worked on the graphics and menus. This is turning out to be a fun and new experience doing Pyweek and I can't wait for next years Pyweek 20 and 21! Quick note, if anyone knows anything similar to Pyweek please inform me because this is more fun that creating a large game at my own pace, exciting more than anything.

Add a comment

The Floor is Lava - Change of ideas day

Posted by Quikli on 2014/10/05 19:19

Had a couple major game idea shifts today. Very excited about the current idea. Considering the best way to handle controls. I'm thinking keyboard only for simplicity, and add gamepad support if time permits later.

Add a comment

Darkroom - Name found

Posted by grummi on 2014/10/05 19:17

I found the name I'm going to use for now.

In other news, I found some nice tiles on opengameart that not only look nice, but more importantly, are easy to use :)

I use Tiled to create a tilemap, and load the data with bitcrafts PyTMX library to load the data.

I had some problems today with the viewport that cost me quite a bit of time, but I found the problem and I can "walk" across the map. The next step is finding (or creating?) some character. Just moving a white spot across the map isn't very much fun

Add a comment

Pi Wizard - Learning The Basics

Posted by supersammy00 on 2014/10/05 18:41

I am very new to python but i have been programming in c++ and java for a couple years. So when i wanted to learn python i thought of the python comp i heard about and i decided to try it.

So i started the comp not knowing how to do any of the game aspects but i know the basics of python. And when the comp started i started learning about PyGame and how it was made with SDL(I have used SDL in C++ before). So then i started testing and i made a really basic program and here is a screen shot of it.

And that is where i am right now. I'm not sure what the game will be but i will and another diary when i figure it out.

Add a comment

Deep Death - Finishing the Graphics for the Game.

Posted by foxhunter12 on 2014/10/05 14:49

I am now finishing the room and space behind it. I am next doing the machines and things inside the room and then the win/lose screens and the table and stats graphics.

Add a comment

B3ench Warrant - Spent too much time on the first day on unimportant aspects

Posted by metulburr on 2014/10/05 14:38

My idea is you are in a courtroom (1 Room) the entire game. Its a little far fetched, but whatever. You are a judge and you pass/decline different types of warrants handed to you by police. Some may be have valid evidence, and some my be phony. Something negative happens if you issue a warrant with fraudulent evidence ( i dont know what yet, lol).

I got the main menu, and intro up and running. I think i spent too much time on trying to get a working screen resolution change. It somewhat works, has some bugs, but does not fully work without restarting the program. Not sure if i want to put more time on that as i feel i am falling behind.

For some reason I feel like i do not have enough of the guts or game concept in mind yet to make the full working game. I think it could be a fun game. Which with a time line of a week, is not good. Maybe someone can help with pointers if they have time?

My entry is on my github if anyone is interesting

3 comments

Pacewar - The idea and preparation: some technicalities

Posted by onpon4 on 2014/10/05 14:25

I really did not want the theme to be "one room". This is the one that I had no interesting ideas for.

In the end, I'm going to have to resort to a technicality: I'm using my SGE Game Engine, which defines a "room" as something like a level. So I'm going to technically be using only one room (one SGE "room") in the process of developing a game. Because I have a great idea for a game that can fit in that category, but no particularly interesting ideas for games taking place in one literal room. (The best idea I could think of was squishing ants.)

So, this is my idea: a space game. We'll have two teams of ships that shoot lasers. When one team is destroyed, it gets replaced by more ships, and the winning team gets its team only partially replenished. We'll have a sort of meter indicating victories, e.g. it will start at 0, then one team's victories will decrease it and the other team's victories will increase it. When it gets to a certain number, probably either 5 or -5, the respective team wins. Controls will be much like Asteroids, or Spacewar: top-down, with rotation, thrusting, and shooting.

At first I was thinking of making a single-player game that goes on forever, and I wanted to give a nod to Spacewar, so I considered the name "Perpetual Space War", or "PSpaceWar". But that's kind of lame, and I changed the idea anyway. So I decided on "Pacewar". This name makes sense: as you win more and more, you start to have a disadvantage in ship numbers, so you need to destroy the other team faster than your team gets destroyed. This also gives the nod to Spacewar I want to give.

Scouring OpenGameArt.org, I found that I want to use these:

http://opengameart.org/content/sci-fi-space-simple-bullets

http://opengameart.org/content/railjet-long-seamless-loop

http://opengameart.org/content/lasers-and-beams

http://opengameart.org/content/3-spaceships

http://opengameart.org/content/space-ship-construction-kit

Additionally, I'm taking the shoot sound effect from an old scrapped game I did, ITAD S.G..

I also need something for the meter tracking wins. this one might be good. I'll focus more on that later.

Finally, of course, I'm using the SGE Game Engine, specifically the Pygame SGE version 0.12.

Add a comment