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

Attack of the Giant Space Mould - Day 7: Attack of the Giant Space Mould

Posted by hodgestar on 2016/09/11 00:41

We have a game!

Attack of the Giant Space Mould (aka Space Turnips) is actually playable!

Features include:

  • 6 levels!
  • Space turnips!
  • Space mould that wants to eat the turnips!
  • Lights to defend the turnips with!
  • Walls that get in the way!
  • Shrubs (like walls, but prettier
  • A diurnal cycle!
  • Ray tracing! (extremely primitive)
  • 3 types of lights, 6 light colours
  • Lights that rotate and pulsate!
  • A named antagonist with clear motivations!
  • Saves at least one game!
  • Advanced third-party level editors like Vi and Emacs!
  • Visual and audible battery monitoring and power measurements!
  • A toolbar even Photoshop would be proud of!
  • Sounds that go eep!
  • In-game help!
  • Lots of punctuation marks!

Selected Commit Messages

  • THROW ELECTRICITY AT THE PROBLEM
  • Allow people to go back to the menu
  • Use bounding foxes
  • blue is not cyan
  • Don't repeatedly reload soil.
  • Fix lights -- Eeeee. :)
  • Enter Boyd, from not exactly stage left.

Commits per Hour

Commits per hour over the course of the week:

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Chaotic Games - Glab to be done!

Posted by m0dem on 2016/09/11 00:17

Glad to be done! I just squeaked by by the last minutes, literally. This week was not ideal to make a game, very busy. But I got it done! It might not be an extremely fun game, and it sure is simple. But I sure hope someone appreciates it, at least a programmer might. :D I really messed up at the beginning, thinking big and flip-flopping around ideas. Not to mention I had to re-learn Cocos2D. xD Looking forward to playing everyone else's games! I hope my game is simple to understand and the instructions are clear. Feels good to have completed this PyWeek with 1 other finish and 2 DNFs. Thanks.

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Nashes to Ashes - Nashes to Ashes - made it

Posted by paulpaterson on 2016/09/10 23:54

With a mad scramble I made it under the finish line!

I think the game came out just how I wanted it to. Some of the later levels are really nice to play and experiment on. I wish I had time to do more. I actually implemented one in the last hour, which was pretty hairy! I was a bit afraid I would make the game unwinnable!

Anyway I uploaded a version. I have only tested on OSX. If I can resurrect my cable modem (which mostly played ball today!) I can try testing tomorrow on Linux in case there is any weird show-stopper bugs.

Looking forward to playing everyone's submissions!



2 comments

Block the Knight - Done

Posted by pyrex on 2016/09/10 21:28

This was so much fun.

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Dr. Zome's Laboratory - Game uploaded

Posted by Cosmologicon on 2016/09/10 20:26

Download Dr. Zome's Laboratory here.

Please let me know if you have any issues running it. Thanks!

3 comments

Beneath the Ice - Day 1-7

Posted by mit-mit on 2016/09/10 17:37

OK, quick write up before submission. We are doing a puzzle-exploration kind of game using a submarine environment. The story revolves around a mysterious figure who "can't let you in". We are using pymunk to drive a bunch of underwater collision physics that are needed to solve puzzles and make your way deeper into the underwater environment. We got off to a pretty good start this comp. The theme choice wasn't my favourite, so we ended up modifying another theme idea we had already brainstormed; I'm pretty happy with how it worked out. Day 1: brainstorming story ideas, game ideas and structure. Day 2-4: Getting pymunk to do a bunch of things including buoyancy, explosions, magnetic forces Day 5: Lucid had a bunch of artwork done day 1-2, which was great, really helped shape how the game was going to work. Got most of the rest of it in the game by day 5. Day 6: Level design: finally! I managed to participate in a pyweek and not leave it until day 7 to do this, and it was much less stressful :) Day 7: finishing level design, cutscenes, titlescreen, cleaning up game structure.

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Coulrophobia - Think I'm finished

Posted by HipetyHopit on 2016/09/10 17:23

That's it; I'm done for this pyweek. I'm fairly proud of the end product. I had a few small touches I would have liked to add, but there was not enough time between everything else. I hope you all enjoy the game as much as I enjoyed creating it. I gave it to some friends to demo and apparently it's quite hard, so good luck!

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DNF - DNF yet again.

Posted by paeron on 2016/09/10 16:44

And another one bites the dust.

Havnt had the time I needed, had to work this weekend also so lost my last chance at getting anything playable.

Looking forward to testing some cool games!

Git if anyone wants the code: https://github.com/paeronskruven/pyweek22

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Ripple - You can't let him OUT of there!!!

Posted by Benjamin on 2016/09/10 13:50

I just wrapped up my game, after a few more days of quick additions. It's not really as big as I hoped to make it, but I feel satisfied with what I accomplished in the very short time I was able to put into it each day. The theme of the game is a little twist on the original, in that you're trying to escape from a prison. It's basically a fight-your-way-out game, with a run-n-bump attack style. The idea ended up being different than my original one. I chose the name "Ripple" when I made my entry, but couldn't find a way to make that fit the game. Oh well! Less descriptive title next time! This was a lot of fun after all, and I think I learned a few things. I re-wrote from "muscle" memory a lot of code I typically write for other projects, but I found myself coming up with more concise ways to write things that are good enough, and probably would work just as well in other projects. I was able to think about things differently since my time was constrained, which was a good exercise.

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A Lichee Hornet Mutiny - Released... something.

Posted by gcewing on 2016/09/10 13:45

Got off to a late start, so there won't be much content in this game.

I'm experimenting with giving everything a hand-drawn look this time. Not sure whether it looks cute or crap. You decide.

One thing I've learned is that making things look rough actually takes longer than making them look neat and tidy. :-(

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