February 2016 challenge: “The aftermath”

.... - Day 2.5

Posted by AjaxVM on 2016/03/01 00:36

Hey guys,

I'm back for more fun, this time with an awesome team!
We got started right on Saturday night for us, and have made good progress. Have some basic networking going, and event looping.

Hoping to make some big progress today.

Also, if anyone wants to hang out or check on progress, I will be streaming off and on at Twitch as I code :)

Cheers,
AjaxVM/RB[0]

Add a comment

Hao Wan - 2 days have been passed!

Posted by xmzhang1 on 2016/03/01 00:24

The work seemed OK, tomorrow i will creat my own module to move the object, it will be a hard work to me.

Add a comment

Picking up the pieces - Slow start

Posted by telecoda on 2016/03/01 00:09

Wrestled with a few different ideas over the weekend. Abandoned my favourite one as just being too gross. Atomic-bum, a game to clean up the aftermath of a bad curry in the toilet. Considering I'll be doing most of the coding during my commute, this was a non-starter. Finally decided on a puzzle game to reassemble broken pictures. End product of my days labours, working code to allow polygon selection of rotated images. Still working on basic game mechanics for now.

Add a comment

The Little Drop - So much to do

Posted by fireclaw on 2016/03/01 00:00

The development of our core gameplay has started and we already made some good progress on it. But there's still quite a lot to do, especialy on making the game fun to play, even though so far it looks quite good. We're confident that we will get this done in time, until now we're still in time with our plan we laid out for this week.

Here's a screenshot of the current main menu. You may notice it's translated, at the moment our game is available in English as well as German and will use the "default" language set in your system.

We also successfuly tested our deployment cycle so we'll be ready when the big day comes.
Don't forget to test your deployment cycle early. You don't want to get surprised by a not working game release, would you?

Add a comment

Moon Bamboo Gardener - Climbing Moon Plant

Posted by Master47 on 2016/02/29 22:01

Got the basic idea down, the character can move around and jump on platforms. But falling down is still a problem (this entire jumping thing is not as easy as I thought). So the aim of the game will be to make the climbing moon plant (a moon plant species) grow after a disaster, when aliens destroyed your beloved climbing plant ("aftermath"). Once it reaches the top of the screen, the game is finished. To make it grow, the following conditions need to be met: - Make moon water crystal drops fall onto the plant (shoot with your moon shooter at the passing moon clouds, so they dissolve and drop these things to the ground.) - Catch and Collect moon fireflies and bring them to the plant. - Turn on the moon lamp by jumping onto the generator turbine. To help with that task, there are platforms where the character can jump onto and from onto other platforms. Also the character can activate a "burst" mode, where the character runs faster and jumps higher. Also, there will be aliens how try to destroy your plant. Points will be awarded for almost everything, but the most important thing is to finish the game as fast as possible, so time is the most important factor, and will get you get the most points. Ok, will continue working on the game now, I hope to get the jumping problem solved. I hope to solve that, and implement 80% of the game by end of tomorrow. Thanks for listening peeps and good luck everybody!!! :) :)

Add a comment

Gas and Grass - Day 2

Posted by wezu on 2016/02/29 20:39

I've spend about 4 hours today on finding some music (and I found new love for surf rock) and doing sounds. I think I got decent engine and skid sounds. I also checked in some changes to the code, so the my car is actually drivable. Still nowhere near gameplay.

I'm afraid that's it for today.

All is in the repo, if someone feels like driving a buggy over a blue grid - go ahead:
https://github.com/wezu/pyweek21

Add a comment

The Undefined - Thinking

Posted by YannThor on 2016/02/29 09:44

Day 2 just started.

Definition of "aftermath", from thefreefictionnary.com : af·ter·math (ăf′tər-măth′)

  • 1. A consequence, especially of a disaster or misfortune: famine as an aftermath of drought.
  • 2. A period of time following a disastrous event: in the aftermath of war.
  • 3. A second growth or crop in the same season, as of grass after mowing.
  • Well, I want the game mechanism itself to be in the theme. Thinking about what could make "aftermath" fun in a gameplay, I found that graphs are a good candidate : if the player objectives relies on a quantity defined by a (non-trivial) graph, then a slight modification of a node could result in quasi-unpredictible consequences ; the corresponding aftermaths are crucials.

    I think the nodes of the graph will be cities, while the edges are the commercial links, their weights the intensity of this link. The global graph is a country. The goal will be to destroy/improve the country, by acting on the right nodes at the right time.

    To make the game actually fun and a little bit more challenging, the local modification of nodes will depend on a sort of minigame. Well... all this is pure theory. I will try to start the actual game this night.

    Add a comment

    The Long Walk - Day 1

    Posted by PixelFlower on 2016/02/29 04:31

    Put together some rough dev graphics to fill in while I get the basic mechanics working. The concept I'm going with is something very similar to Oregon Trail, rogue-like exploration across the wasteland with lots of challenges and decisions to make on the way. I've put together the skeleton of the games basic design, the menu structure, basic statistics of battery life and structural integrity, the ability to pause and make adjustments before you start shambling through the wastes again. I wanted to get a little more done today since I won't be able to dedicate as much time through the week but I think I can at least be DONE by the end of the week and that will be a happy accomplishment.

    Add a comment

    The Uninterrupted Kea Experience - Let's set out exactly what this is.

    Posted by green0range on 2016/02/29 03:25

    So our game idea is probably really confusing to anyone who isn't part of our friend group, and even more so to anyone that isn't in New Zealand. What the heck is a kea?
    This guy:
    A kea is a native (to New Zealand) bird found in alpine conditions.
    Why put it in a game?
    Because why not.
    So what is this actually about?
    This. So, encase your confused about our whiteboard planning session, here goes: Humanity has fallen. Remaining species are now fighting to form a new hierarchy, you play as a kea, try to get to the top. The game will have two phases; scavenging, and fighting. In the scavenging mode, you must find food in amongst the rubble, which will give you energy, used to do basically everything, from walking, to fighting moves. These are needed in the fighting mode, in which you fight against other species, such as zoo escaped tigers, and others. The base game is a platformer.
    Development so far?
    Right, on to what the development diary is actually about. I felt like the above need some explaining. So, it currently looks like this:

    Add a comment

    After Math Class - Not exactly bad.

    Posted by ikanreed on 2016/02/29 01:48

    We're at a very disorganized place this Sunday evening, trying to get my brother set up with a working pygame install.

    Add a comment