February 2016 challenge: “The aftermath”
.... - Day 2.5
Posted by AjaxVM on 2016/03/01 00:36
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]
Hao Wan - 2 days have been passed!
Posted by xmzhang1 on 2016/03/01 00:24
Picking up the pieces - Slow start
Posted by telecoda on 2016/03/01 00:09
The Little Drop - So much to do
Posted by fireclaw on 2016/03/01 00:00
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?
Moon Bamboo Gardener - Climbing Moon Plant
Posted by Master47 on 2016/02/29 22:01
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
The Undefined - Thinking
Posted by YannThor on 2016/02/29 09:44
Definition of "aftermath", from thefreefictionnary.com : af·ter·math (ăf′tər-măth′)
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.The Long Walk - Day 1
Posted by PixelFlower on 2016/02/29 04:31
The Uninterrupted Kea Experience - Let's set out exactly what this is.
Posted by green0range on 2016/02/29 03:25
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:
After Math Class - Not exactly bad.
Posted by ikanreed on 2016/02/29 01:48