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

Ripple - A bump in the dark...

Posted by Benjamin on 2016/09/06 04:58

Last night I got caught up messing around with Tiled's automapping feature, and wasted a lot of time....

I did finish up the Collision Processor at least, both for static bodies (walls) and player/monsters. I also added a LifeProcessor to handle hp reduction and entity death, and decided on a method of attack. I'm going with the Ys/Falcom style bump-to-attack. This was easy to tie into the new Collision Processor, and will hopefully be a fun mechanic. I still need to sort out a few things to handle off-center hits and player damage, but it's looking good.

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Super Wicked Sick Nasty Radical Guitar Game - Days 1 & 2, done planning, let's do it

Posted by JaySKZ on 2016/09/06 04:56

Happened to be jamming out to music with my friend trying to call me when the topic was announced. Immediately made a connection. What if instead of Guitar Hero where you play good music, you're playing bad music to keep people out? Day one was lots of very spirited discussions about the feasibility of associating quality of music with Python as well as a way to determine what exactly is bad music. Trello board filled with 4 urgent tasks (mechanics), 3 on the backburner (graphics) and 2 ideas for/if we have time. Day 2: got one mechanic done being the gameplay itself/instrument. Graphics are rough at the moment but will get better. Code is priority right now. Guitar is a work in process. Tomorrow will be full on going hard on the mechanics, and graphics will start seeing a lot more focus. Hopefully get a prototype up and running! Not so bad for 3 guys who've never touched python....? Only time will tell.

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Nashes to Ashes - Nashes to Ashes - Day 3

Posted by paulpaterson on 2016/09/06 03:34

A lot of progress today with the core engine being complete and the main game structure in place. I have tried to do a bit of tuning on the first levels and started to replace some of the placeholder graphics. The key is really going to be spending enough time to polish the graphics and levels so that it is an overall fun experience!

I had problems posting a screenshot yesterday as the pyweek site kept on deleting the image link. Let's see if I have more success today!

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Block the Knight - Attention all Nemeses

Posted by pyrex on 2016/09/06 02:53

Today I drew 29 nemesis for the different screens of the game. The story is the dragon (Duck) from Atari 2600 Adventure has stolen back the chalice and hidden it at the end of a long cavern. He has organised all the characters from past Atari games to defend him and the chalice by not letting you in. You as the self righteous tomb raider (block) have to navigate the caverns, not touching the obstacles and the nemesis on each screen, while avoiding getting shot. When you make it to the Dragon there is one final challenge to defeat him and win the game. Next up is drawing the obstacles for each screen. The challenge will to make the screens get progressively harder, but not impossible.

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Jungle Run - __init__

Posted by PaulBrownMagic on 2016/09/06 00:35

Hoping to be able to accomplish this within the week while moving house. So far I've started scaffolding the code with classes for the main game functions and one for the trucks that'll be running to the sea. I've used pygame.draw.rect for the backgrounds and trucks for now, graphics aren't my priority with the little time I'll have, although I've also made some simple png's for 10 different truck designs. Next up I'll add in some images and work on the first truck scanner. The plan is to let the player install different types of scanning stations like a tower defence game, rewarding them with currency for immigrants caught and fining them for immigrants missed.

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Treasure Seeker--You can't let him in... - Treasure Seeker--You can't let him in...

Posted by Ferguson on 2016/09/06 00:34

Treasure Seeker is a little bit hard to defeat, and some how slow but anyway I am still making progress. I think I have to work on the difficulty, optimize fastness, and add multi-level support.. Hopefully I should be able to upload the final submit of Treasure Seeker By Saturday!!!! ...

Treasure Seeker

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Spacestation - Day Two - Level Stuff

Posted by daftspaniel on 2016/09/05 20:58

Spent most of the time sorting out the level management to make it nice and flexible. The actual level building needs improved though.

On the visual side, added asteroids and a T-fighter. Tomorrow will be more level work and maybe a starfield :-)

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Symbiotes - Game Design Document

Posted by pathunstrom on 2016/09/05 20:52

Experience

I want to counterpoint RPG style minmaxing and power fantasy with a feeling of being shunned for becoming more and more of an outlier. To that end, various shopkeepers and NPCs will begin to avoid you as you collect spirits, leaving you with the hard decision of giving up skills to continue receiving services.

Mechanics

There are three primary mechanic concerns:

Combat

Combat will be a shoot-em-up style top down game. Each encounter will be an arena style combat with one or more enemies, one of which is the goal. Defeating this creature spawns the spirit that you add to your collection.

Enemies can have several states, special weaknesses, or weak points. Their attacks can vary greatly from battle to battle.

Equipment

There will be "basic" equipment that lets you tune your stats to match various enemies, but the amount of customization is limited.

Once you get spirits, they become available as special equipment that have higher stat changes and provide special behaviors.

Aid

To change some of the assumptions RPG style games have, remove currency as a resource, and leave the standing with NPCs the only access to various aid.

This includes the armorers, the inn, alchemists, mages, doctors and other out of combat aid.

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Attack of the Giant Space Mould - Day 2

Posted by drnlm on 2016/09/05 20:23

Due to other commitments, there was very little work done today.

What work we did do was mainly on abusing pymunk to do terrible things. The net result is a simple demo that sort of does the right thing for a rotating light, as shown. This is not without it's awkward corner cases, and still needs to be integrated with the code proper, but will hopefully be useful in the actual game eventually.

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DNF - Here we go

Posted by paeron on 2016/09/05 19:00

So back to PyWeek again, missed last time for some reason.

Hopefully not another DNF for me, 6 out of 8 times have been DNF......

Not the theme I was hoping for but it usually never is, havnt really figured out what my game should be about but Ive written an algorithm for a random generated dungeon. Guess gameplay will come next when I figure it out.

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