August 2015 challenge: “Data data data”
Hackerman: The virtual hero - Day 2: Enemies and HUD
Posted by andarms on 2015/08/11 05:58
The Gödel Sentence - Day 3 - End
Posted by paulpaterson on 2015/08/11 04:08
Good progress again today. I finally got around to writing some story and dialog. I realised I had no real idea how to get the dialog and gameplay to work together so I needed to solve that problem. I have a partial solution and hope that the rest will become clear tomorrow!
Tomorrow will be dedicated to getting a playable form so that I can be tuning on Wednesday and polishing on Thursday (my last day). I'm probably a couple of hours behind although I think I have a bit more time than I originally though. Still, some of the more ambitious elements like charting might have to be regretted if the story/gameplay don't come together very quickly tomorrow.
Rushing Mania - Getting Closer
Posted by BitWarp on 2015/08/11 03:21
Bitstream Manipulators - Progress
Posted by JFrog on 2015/08/11 02:21
Fragmented ~A Dying Land~ - Day 2 progress
Posted by Jjp137 on 2015/08/11 00:14
One part of the plan is that each level with a group of levels interacts with each other somewhat. For instance, you might need a key on level 1-2 to unlock a door within level 1-1. Right now, I'm in the middle of making that work.
What I have done so far since the last diary entry includes collision detection, save files, and making enemies follow a pre-determined path that is defined in the level's text file. I also gathered more graphics and even some music. There's probably other things I did that I forgot about.
I have no idea if I'm falling behind, though, so I'm going to assume that I am :)
master47pyw20 - Day 2: Done with almost all of the graphics; began writing the base class for moving sprites.
Posted by Master47 on 2015/08/11 00:04
Programmable war - Day 2
Posted by knowledge on 2015/08/10 23:10
- I made laser
- I drew character (yesterday I used image from last PyWeek)
- I made character animation having image for each direction
- I drew level art and made 1 level
- I improved language a lot
It's new program which tells robot to move right if it's on ground and it works.
What took my time today:
What | How much |
---|---|
Non PyWeek stuff | 1 hour |
Art and level making | 2 hours |
Improving language | 5 hours |
Improving robot | 2 hours |
Dealing with Mind issues | 3 hours |
Dealing with python re | 3 hours |
You might thought that I'm changing Mind but I didn't inherit Mind classes, I decided to solve it on other way.
And for Regular Expression, well I tried splitting string by | or & but not by || and answer is: re.split("(?<!\|)[|&](?!\|)", s)
I didn't use re besides that.
Don't deal with languages if you don't know re and if you want to make programming game for PyWeek you better know re unless you have a lot of time
Navigating The Data - See the code, they said
Posted by shundread on 2015/08/10 20:36
I'll be making development of this awful game as open as I can. See the git repository here. If you decide to check it out and see anything that makes you want to rip your eyes out or happen to have less intense comments about the code let me know. ;)
Bitstream Manipulators - It Works!
Posted by JFrog on 2015/08/10 18:17
It sounds good to me, but might be extremely difficult for those that don't have ascii codes memorized. (Or have no idea what they are.)
Anyways, I have made the start screen that will be infected and a test level, (see screenshots) and should get more levels done soon. After that, animations and instructions.
Navigating The Data - The hall of disposed ideas, and the idea that survived
Posted by shundread on 2015/08/10 18:15
So, while planning for this challenge, a number of very ambitious ideas crossed my mind, but I've participated in Pyweek enough times to know that when pressed to launch fast, you should perhaps aim low and polish the result. And thankfully I don't have the benefit of soul-crushing unemployment to give me extra development time.
Still, on Sunday I spent most of my time procrastinating. Rather than coding, I spent most of my time exploding trolls, orogs and other humanoids in Baldur's Gate. The problem, of course, was that even when I decided to aim low, my idea still seemed too big, and some parts of my brain were trying to tell me that by draining all my motivation away.
So, here's perhaps a list of ideas that I've considered before picking the current idea. Mind you, they were all platformers:
While those might still be feasible for other styles of games, their ideas are way too tied to platforming in my head, and getting the platforming right alone might be more than I'm capable of in a week considering full-time work and other personal life things taking my time. Those are ideas I'll think about, but not now. Now I need something simpler.
That's where the current idea comes in. I can easily display you a grid. I can also easily let you move left, right, up, down unconstrained or constrained to a grid, doesn't matter. I can also very easily check your intersection with rectangles, prevent you from walking over solid objects, harming you when you come in contact with harmful things, rewarding you when you come in contact with rewarding things, and so on. The world without gravity is incredibly easier.
So, I get that done in a couple of hours. Put on a simple straightforward visualization of maps and challenges on the screen so I can design the level, and then the actual fun of the competition begins. How many ways can I find to display to you the information about this map without downright showing you the map? Vertical and horizontal histograms of solid blocks? Noise frequency to indicate distance to the closest enemy? A detailed text description of the level and of your location?
I have a very strong feeling that in terms of being fun, this game will fail miserably. We typically don't like unfamiliar interfaces and we also typically don't like unfamiliar presentation of data, and this game concept has both in spades. I do, however, hope that the idea can at least feel fresh and that despite the general suckiness of the controls, that I can come up with a couple of interesting mechanics and level designs that will make it at very least a fresh experience.
The good aspect of the idea is that its core mechanics get done fast. And everything else in the game. Each new information visualization I can show you constrained entirely to how much time I have available to polish this idea for the game. And should I run out of ideas, I can always just work on the quality of the presentation of the data and menu. Sounds like the kind of game idea I should have tried to work with many competitions ago, but only now had the clarity to work.
Or I could simply be completely wrong and this is going to be another DNF for my belt. :)