PyWeek 22 challenge: “You can't let him in here”

Nashes to Ashes - Nashes to Ashes - Trailer

Posted by paulpaterson on 2016/09/11 17:59

I made a small trailer (no spoliers!) for "Nashes to Ashes".



I have a complete walkthrough (with puzzle spoliers) that I will post later in case anyone is having difficulties running the game.

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The Big Board - We'll meet again, don't know where, don't know when, but I know we'll meet again some sunny day.

Posted by typhonic on 2016/09/11 17:04

It's pretty obvious that this is my first pygame. There's nothing like a deadline to finally convince me to jump in and give it a try. I've been playing pyweek entries for a few years now.

For me, this week was all about learning the mechanics. I had to learn how to record, edit and play sounds, how to draw, move, detect collisions and detect events. I got lots of help by searching the documentation and the many online examples of code and I had a few questions answered personally on IIRC. So, Thanks Everyone!

The one thing I did not have to do this time is construct a story. I love Dr Strangelove and I took all my story elements from the movie. I'm looking forward to playing all the entries for this week and joining you folks again next time.

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Breach - Breach: Done

Posted by Tee on 2016/09/11 14:40

This one was fun. Because this is my 20th Pyweek submission, I wanted to try making something special, though I'm not sure how much that shows. For example, it's my first submission with an actual in-game story. :)

Most of my Pyweeks consist of either doing something small in the last few days due to time constraints, or iterating through a number of bad or overly ambitious ideas throughout the week until I find an appropriate one (again, in the last few days). Luckily, this time I had a reasonable amount of time, and I figured out an idea early on that I stuck with throughout the week. I knew that I wanted to do a puzzle this time -- I just felt in the mood for designing puzzle levels -- and having my mind set on it was helpful. As usual, I did not implement everything I wanted to due to time constraints, but I implemented most of it.

The core mechanic is fairly simple: you move around flipping bits in wires in order to open and close doors and reach the breaches. A door is closed when it receives at least one positive signal (i.e. it receives energy), and open otherwise (i.e. no energy to power it up). A special component is that there are one or more paths that always need to be blocked by at least one door, because "you can't let him in here".

Creating levels was surprisingly time consuming. The reason is that I found it tricky to turn this puzzle mechanic into deep levels. I didn't want to add too much to the core puzzle mechanic because I like its minimality, and I like the whole concept of generating depth with simple rules. I might just not be good at puzzle design, but I often got either straightforward levels or "superficially complex" levels from this mechanic. That might be due to the nature of the core mechanic, but maybe someone can prove me wrong. :) Towards the end I did add another feature to try to deepen the mechanic a bit, and I hope the last four levels turn out to be more interesting.

I hope you find this game fun! As always, congratulations to all of you who submitted a game!


PS: Bonus question! Prove that it is possible to construct a level, using any element of this game, that computes any given boolean function. That is, given any n-ary boolean function f (say, expressed as a propositional formula), show that you can construct a level that takes n wires with inputs x1, ..., xn, and outputs f(x1, ..., xn) in a wire. For the sake of this question, ignore space and placement constraints (infinite space, a breach does not need a wall, etc.).

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Bouncer - Finally Done

Posted by fireclaw on 2016/09/11 12:52

Bouncer
Party Pinball with a touch of Fur

The nights are warm and it's time for many to party. Though, some of them don't respect the rules of some clubs and it's your job to keep them outside. Yes, you're the bouncer of a very famous club, the Lions Clu. Your job is to keep out the red dressed dudes as it's blue only day in the clubs.

How to play
Your only way to get your boss happy, and to win this game, is to use the doors of the club like pinball flippers to bounce off all the dudes that should not get into the club and open them up for anyone dressed in correct blue. To get rid of some annoying red dressed dudes, bounce them into the red club or over into the police station.
As soon as you got enough blue guys in, you'll win the round. Just make sure to not let in to many Red dressed guys. If you have more reds than blues, you'll loose the game!

This game was made using the Panda3D game engine

System Requirements:
Recommended:
CPU 2.4 GHz dual core
Memory 150 MB free RAM
Screen size 1920x1080 px
Graphics hardware OpenGL 3.0 capable graphic card
with 75 MB Free graphics memory
Sound hardware OpenAL capable audio
Peripherials Mouse, Keyboard


Requirements to run the game:
Python 2.7 or 3.x
Panda3D SDK 1.10

Have fun Playing.

Finally here are some Screenshots for you
The main menu

Customers are waiting, hold the line!

Bounced them all

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Beneath the Ice - Playthrough Video Links

Posted by mit-mit on 2016/09/11 12:48

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Jungle Run - *Ping and the turkey's done

Posted by PaulBrownMagic on 2016/09/11 12:02

After an awesome beer festival I wasn't going to get anything of merit done on this little project yesterday. I just tidied up the display and fixed a bug in speed not resetting after a game over event. So yep, here it is, my first PyWeek entry, I'm looking forward to playing everyone else's games now.

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CORBmaNYa - Final Submission

Posted by ccabs on 2016/09/11 11:37

I created this game just as a test to see if I could create something relatively playable, with a strong emphasis on relatively, and in order to rejig my Python coding. First time entry, but I got to learn which is always a positive.

Anyway, the game: In keeping with the premise, I tried to devise a game around the idea of preventing people voting for their ideal candidate. It was a silly idea, but there you go. So it is inspired by the current political situation in the UK. Oh and, spoiler alert, it's not quite brilliant (to put it lightly).

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The Torus - The end

Posted by YannThor on 2016/09/11 11:03

I was so exhausted "yesterday" after the deadline that I did not find the energy to write a last entry.I've made an error in the very end of the night by deciding to add last minute sounds and musics to my game - which of course did not work as well as expected. I hope this won't cause stupid crashes on users machines... "le mieux est l'ennemi du bien" as we say. In fact, after that intense week of coding, I'm quite happy with the game itself, as it should be considered as an "experimental" game in the sense that the experience of explorating a nice big world take precedence over the story or the challenge themselves. In the end, my main concern is that the game is able to run on as many machine as possible. I hope the intense use of NumPy won't cause issues.

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Beneath the Ice - Playthroughs and Hints/Spoilers

Posted by mit-mit on 2016/09/11 10:47

I've uploaded a couple of playthrough videos for the game and a spoilers and hints text file. Unfortunately my laptop runs a bit slow while I'm playing the game and doing a screen capture at the same time, so the videos show the game playing at about 20 fps, whereas the target is about 30 fps (which runs smoothly on my laptop otherwise), so the game appears a bit slower in the video than it actually is. The spoilers and hints file provides details on how to beat each level if there's something someone gets stuck on. I've been involved too closely with each level for the whole week, so I feel like I lack perspective on whether they are too hard or easy :).

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Infinite Forest - And it's over

Posted by Cody on 2016/09/11 00:43

As I very much expected, I had very limited time this week. I wasn't able to get the game anywhere near completion, but I was super happy with what I did get done. I wrote 300 lines of code and I just have moving and collisions, but damn they're nice. I worked really hard to get consistently smooth movement, as well as collisions that made sense, which I think I achieved. There's still a single bug (that I know of) in which you can jump up into a corner and get stuck for a moment, but I would have got that fixed if I had another hour. I'll probably use this as my base for next pyweek, try and get an actual game with it.

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