October 2014 challenge: “One Room”

Escape from room - Day 5

Posted by knowledge on 2014/10/10 13:24

I didn't do much things today because I had school.

But I improved shelves and wardrobes.

Add a comment

Escape from room - Day 4

Posted by knowledge on 2014/10/10 13:22

Wardrobes and shelves added.

Picture of what I'm doing is really clear now

I tried to add books but it has some bugs, so maybe next day (5th)

Add a comment

Room3 - Readme!

Posted by wezu on 2014/10/10 13:11

After uploading the files, I noticed I didn't include the readme. Fail

So, because time is short, the readme will only be included in the "p3d multiplatfor" version and here, as a diary entry. Sorry

README:

Installation and running the game

The game is available as:

  • Source code
  • Multiplatform .p3d file (zip)
  • Windows installer (exe)
  • Linux 32bit package (.pkg.tar.gz)
  • Linux 64bit package (.pkg.tar.gz)
  • Mac Osx package (.pkg)
To run the game from source-code you will need to install the Panda3D SDK:
http://www.panda3d.org/download.php?sdk&version=1.8.1
To run the game as a .p3d file you will need the Panda3D runtime:
http://www.panda3d.org/download.php?runtime
All other versions should be self-contained, but I can't guarantee they are.

Configuration:

The game can be configured using a text file named "config.txt" placed in the same directory as the executable. The available options are:

  • antialiasing
    • FXAA
    • MSAA x2
    • MSAA x4
    • MSAA x8
    • None
  • fullscreen
    • True
    • False
  • post-process
    • Bloom+Lens Flare
    • Bloom
    • Lens Flare
    • None
  • reflection (size of the reflection buffer)
  • sound-volume (0-100)
  • music-volume (0-100)
  • music-volume (0-100)
  • win-size (X Y e.g.: "win-size 800 600")
  • key_forward
  • key_left
  • key_right
  • max-colors (number of different colors 1-6)
  • cube-per-face (number of boxes generated on each face of the map)
  • music_track (name of a music track... just one track packed, don't use it)
An example of a valid config file:
antialiasing FXAA
fullscreen False
key_forward w
key_left a
key_right d
post-process Bloom+Lens Flare
reflection 512
sound-volume 80
music-volume 50
win-size 800 600
max-colors 6
cube-per-face 16
music_track music.ogg

Gameplay:

The objective of the game is to get as many point as possible. Points are given for finding two or more cubes of the same color. If the cubes lay on different faces of the game room the score is multiplied - for example if you find 3 green boxes on 3 different faces you will get not 3 points but 9 (3x3).

At the start the colors of all boxes is visible, but once a box is selected all but the selected boxes turn black.

To select a box - walk into it. Walking is done using W, A and D keys. A turns the character left, D turns the character right, W moves the character on field forward (also up the wall, if you are next to a wall!)

The camera can be controlled using the mouse, by pressing the left mouse button and moving the mouse around.

3 comments

Joe's Furniture Removals - Day 4-6: Joe's Furniture Removals

Posted by mit-mit on 2014/10/10 09:44

Spent Days 4 and 5 making a level editor, creating classes for running menus, cutscenes etc. Turned out to be a lot more work than I thought, although I think I've got some pretty good machinery setup for this now. Day 6 was spend building a level select screen, adding some characters and cutscenes to the game, polishing the logic and control flow between different scenes and finalising the mechanics of the actual game. I've left the end of Day 6 and Day 7 for developing most of the levels; on reflection I think I probably should have dedicated more time for this at the start rather than leave it to now :) ... so I risk that my levels might suck because I won't get tones of time to play test them or get feedback from others. Also haven't really thought to hard about getting the final code ready for different platforms (once again kind of crossing my fingers that it's going to run smoothly in windows and linux, as I've been testing in osx). Adding some screen shots soon.

Add a comment

Unvisible - one room, one hit man, one target, one outcome? - Day 5

Posted by paulpaterson on 2014/10/10 05:25

Only a small amount of work completed today.

I redesigned the overall board layout to create a more logical arrangement of the cards. I also created a more interesting display for the Hit Points and Detection Points on the board. This gives a stronger feeling of when you are getting close to the limit of making a kill or being detected.

I'm still just about on schedule although I think I'm falling behind in tuning the gameplay!

Add a comment

The Never Ending Dungeon - Almost had a panic attack!

Posted by raubana on 2014/10/10 04:19

I lost track of what the time was and though I had a whole 24 hours less than I had planned for... luckily, I DO have those 24 hours, haha!

Alright, so I've managed to implement enough that if I spent the remainder of tomorrow just making levels (and doing finishing touches, like icons and intro sequences), I should have a complete enough game worth showing off. After that, I'll use most of Saturday for doing final tweaks and packaging.

Phew, still haven't calmed down yet, haha. Take it easy, everyone :3

Add a comment

Prepper - Gooey

Posted by yariplus on 2014/10/10 04:08

I managed to get the gui the way I like. I am unfortunately spending most of my time learning python and pygame. I should at least have a vague resemblance to what I want completed. I don't think I will have time for better graphics or sounds. I'll probably still work on the game more after this week though.

Add a comment

Get Out - Slow Going

Posted by renuncln on 2014/10/10 01:47

We got bogged down with non-pyweek stuff for a few days. Hopefully we can have a working project by the end of the week. So far we have really random map generation, player movement, and a really basic HUD, along with a simple working menu. The next step is to have the enemies appearing and moving on the screen. We have been crawling through OpenGameArt for tiles to use. Our game idea has deviated extremely from where it started and we aren't really sure how it will end up. Either way we are learning a lot about programming games with PyGame and Python and having fun doing it.

Add a comment

Legend of Goblit - Day 5 - Completable puzzles

Posted by mauve on 2014/10/10 01:05

So far I have one whole scene completed... of 10. But the engine is practically all there now, so the content production can accelerate. There are no major features to implement tomorrow, just puzzles and dialogue. On Saturday morning I'll spend some time honing the script and then I'll have the rest of the day to bring everything together.

I'm still wrestling with the number of combinations of things, but I have a system of wildcards that allows certain responses to cover off a lot of object combinations. There's also a 'random' directive to pick a random phrase, which will help reduce the repetitiveness of such an approach.

It is still very surprising how much effort it takes to organises the states correctly, even with a directive-driven system like I have. I have to be careful about the wrong handlers being left in - for example, referring to an object that has since been disposed of, or a dialogue that involves a character who has left. I had more time perhaps I could write some sort of clever validation of the state machine would be useful, to prove that the script is completable, and so on. But I don't, so it's a manual and slow process. Lots of play testing still to do.

Add a comment

INJECTION - Update #1

Posted by schilcote on 2014/10/10 00:25

So with... one day left to go, the engine is feature-complete. So I'll spend Friday making levels, and I'll debug on OH WAIT EDIT: Oh, it goes 'till Sunday. Right. I knew that. Wonder if I could get some of the Computer Club guys to bug/usability test...

Add a comment