March 2006 challenge: “It runs on steam!”

gizmo_thunder - Almost Final

Posted by gizmo_thunder on 2006/03/31 21:04

The dead line coming close.. ive' some how managed to complete all of the important aspects of the game.. now i guess i have to do some rigarous testing.. here is the link to source code of the game Here. I'll put up the py2exe version soon...

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Rts-fans (Boilersuit) - Ready for testing phase

Posted by andreas on 2006/03/31 20:24

Our game is now ready for testing.

Windows download

It's a turn based strategy game. You control a steam-powered mech, with the goal of eliminating thy enemies by "letting off steam" in insult-battles.

Give it a try :)

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20,000 Light Years Into Space - Update - new picture

Posted by jack on 2006/03/31 18:49

My game now has a name - "20,000 Light Years Into Space". There's a new screenshot showing an alien attack.

I'm almost ready to release an alpha version of the game, which does need a bit of testing! Just a few more things to do...

py2exe is the thing that I'm not looking forward to. I played with it a bit last night, and got really frustrated when it didn't do what I wanted immediately. Probably just me being thick, thoguh.

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lonid - Learning experience

Posted by dOb on 2006/03/31 18:08

As it's now obvious I won't be finishing my entry in time I'll tell you about my idea and how cool this PyWeek has been for me ;).

As soon as I saw the theme "It runs on steam!" I immediately thought of "It Came from Outer Space" :). So my idea was to make a game where the character ("It", the FSM-like creature from the movie) runs on steam! The downside of this idea was that it didn't describe the game mechanics at all so I didn't have a plan when I started coding. I only knew it would be isometric so that I would learn something new (ended up using OpenGL with orthographic projection which worked out just fine). I was forced by the theme :).

I really did learn a lot during this Pyweek which is exactly what I wanted. It acts as a motivator for me to get coding. I didn't aim at getting the game done really. I think I'll join a team next time...

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Nelly's Rooftop Garden - end in sight

Posted by alex on 2006/03/31 16:08

Lots of work done today but not so much to show for it. Most of it was spent rearranging code, refactoring and optimising. Moving the collision, response, game-logic and drawing code all into separate components not only saves my sanity, it boosts framerate from 10fps to around 20 for a typical scenario.

A more robust user interface is in place now, so selecting a tool, dragging & rotating it and having all the collision models update is working pretty solidly. Getting the rest of the tools in should be a snap. The screenshot here shows the level editor (the blue collision boundaries are editable).

Also in the screenshot is a flower, somewhat droopy.. indicating it's not receiving quite enough water.

Still a mammoth amount of work to be done.. hopefully a tad under 24 hours' worth :-)

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TeamXerian - First Preview Screens of 'Corsair'

Posted by Corazon on 2006/03/31 14:37

As with our previous Pyweek entry the real work starts the Friday night after work. I forsee no sleep in the next 48hrs =(

Anyway, since we havent been posting much WIP yet of in-game gameplay we've put together a screenshot so far of a typical senario from within Corsair. Please ignore the character at the bottom of the window, it's merely a placeholder while TheDon illustrates the 4 main races of alien in the universe.

So far we've got intro down 100%. User interface, backend server, chat and database almost ready. Just putting the sytem through a few possible gameplay scenarios. We've definately got our work cut out for us.

Without further adieu, here's the first gameplay screenshot of our project 'Corsair'. We hope you enjoy!

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Chris Wilson - I could really kick myself!

Posted by ciw42 on 2006/03/31 11:13

Had a good handul of relatively easy, but important things to do on the game last night, to bring it up to a level ready for people to have a proper play with, and instead I spent until 5am messing about with unimportant things, pretty much all of which won't be used in the game at all. I still hope to get things finished off by midnight tomorrow, but there's probably going to be none of the extra eyecandy I wanted and playtesting will probably just be a solo effort. The artwork is now likely to be pretty much just a redrawing of my (borrowed) placeholders, and I can only hope inspiration strikes quickly when I sit down to write the music.

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Üterbraten Project - Very few playable parts of the game

Posted by LC0 on 2006/03/31 11:13

My initial idea is to make a graphic adventure engine, so that sceneries and non interactive sequences can be made from little scripts. I think the result is good, but, due to time, i can't create a complete graphic adventure. Well, this is obvious :), but i've made only one scenery and one small non interactive sequence, so i don't know if it's worth the trouble to upload that sort of incompletion.

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The Olde Battleaxe - Who is ZANTHOR?

Posted by illume on 2006/03/31 08:35

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PixelShip - Things are looking up!

Posted by Frem on 2006/03/31 07:37

I got rather discouraged and almost quit today, but Treeform gave me a bit of help and support. Aside from horrid code and lack of lots of classes, I'm not as far away from being done as I thought.

So, here's my todo list:

  • Enemy fire
  • Steam power ups
  • high scores?
  • So, hopefully you'll see a more-or-less finished game up here soon! :-D

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