February 2016 challenge: “The aftermath”
The Last Gardener - Day 3 progress
Posted by Jjp137 on 2016/03/02 00:48
The problem that LegoBricker mentioned in his earlier diary entry (which is really part of this day :p) is that Pyglet didn't like the .wav files we were using for some reason. We just converted them to .ogg and it worked; we don't want to waste time figuring out exactly why :\
Anyway, a lot of the unfinished things I mentioned in my last diary entry are now implemented, and the gameplay is pretty much set in stone now. Everything else that surrounds the gameplay, such as the menus, putting the story in the game, defining the levels (the framework is there), and adding more sounds and music, has yet to be done, but we're making some steady progress.
I also added a screenshot :) Time to go back to work...
The Little Drop - Sow seeds
Posted by fireclaw on 2016/03/01 23:03
Here's a little image of how the planting and growing cycle works in our game.
Stable Orbit - Menus In
Posted by LeopardShark on 2016/03/01 20:49
Poor man's Medal of Honor game - Monday: Finished with game idea
Posted by ReekenX on 2016/03/01 12:24
The Uninterrupted Kea Experience - The jumping Tiger
Posted by green0range on 2016/03/01 10:18
Postscript; (because why not use a traditional old-fashioned snail-mail format?) Do not expect my code to look good. I've gone for the quick, hard-coded, non-modular method, which is honestly quite ugly. But time is of the essence.
Laion - Brainstorming
Posted by ilseppia on 2016/03/01 07:31
The Last Gardener - Legobricker's Day 2 Update
Posted by LegoBricker on 2016/03/01 05:01
The Long Walk - Day 2
Posted by PixelFlower on 2016/03/01 04:39
Lost Colony - Day 2
Posted by mauve on 2016/03/01 01:26
Today we pushed towards combining our POC stuff for hex grids and experiments with PyTMX, in order to draw and render the tile map in-game. We also got further with weapon design and some of the code for characters and enemies to follow point-and-click paths. So today's screenshot may look a lot like yesterday's, but this is now in-game!:
The Last Gardener - Day 2 progress
Posted by Jjp137 on 2016/03/01 00:46
And before we know it, another 24 hours has passed.
Anyway, we managed to get the mowing mechanic working, and we've replaced the temporary player sprite with a better one. As usual, however, there are many features that aren't even close to being finished. There are enemies, but they don't move, and they don't have hitboxes. There are bullets, but there aren't really any patterns; instead, there's test code that fires hundreds of them randomly. And there's no way to really win or lose.
It's progress, though :) We also started to search for resources and edit them to fit our needs, so hopefully the game will look decent by the end of the week.
Right now, I need to get back to figuring out how levels will be defined and stored...