PyWeek 22 challenge: “You can't let him in here”
Upside Down - I dig a hole, nealy burry myself.
Posted by xmzhang1 on 2016/09/05 12:58
Coulrophobia - Slowly making progress
Posted by HipetyHopit on 2016/09/05 10:18
Nashes to Ashes - Nashes to Ashes - Day 2
Posted by paulpaterson on 2016/09/05 04:59
I have that working quite well now and so that should be the bulk of the technical complexity behind me (hopefully!)
Tomorrow will be working on the full gameplay. I still just have placeholder graphics in there for the moment and so I might start to work on those tomorrow also.
Symbiotes - Proposal Documents
Posted by pathunstrom on 2016/09/05 03:17
Mostly because I believe in documenting my process, I took the three tiny ideas and attempted to flesh them out.
The political statement game came off because I couldn't build a decent proposal document.
So the other two:
Security Maze
Play the other side of a stealth game: You're the bumbling guard. Early on, it's just you and your wits against a hidden enemy. But then you start getting tools that will improve your ability to track and catch your prey. Or simply keep him out until he runs out of time.
Primary Game Mechanics:
- Limited vision. Only see where you have eyes, right in front of you, or in range of any cameras you place.
- Limited mobility. Your prey is faster than you, which means it's only your planning that will keep them out.
- Security gear. Noise traps, cameras, barriers and more to track the intruder, slow it down, and help you stop them.
Symbiotes
Beat monstrous warriors and creatures, collect their battle spirits and combine their best qualities into yourself. Become the perfect warrior: the symbiote.
An idea that borrows from Shadows of the Colossus, Titan Souls, and Megaman and combines them.
- Symbiotes and equipment: Equip your warrior with symbiotic spirits and conventional equipment to take down bigger and badder beasts.
- The Beasts: Each encounter is a specially designed beast with unique attack patterns and skills. You'll need to master the combination of skills the symbiotes provide.
- Shops: The symbiote is a terrifying creature, and depending on the spirits you're most attuned to, certain citizens will keep you from their businesses. Good luck getting rest when the inn stops letting you in.
Block the Knight - Proto of game play
Posted by pyrex on 2016/09/05 02:56
Ripple - more progress
Posted by Benjamin on 2016/09/05 00:41
The Torus - Main idea
Posted by YannThor on 2016/09/04 23:08
I coded the whole night to obtain a satisfactory result, but I'm happy now. I will add screeshots tomorrow if I'm less tired than now. I hope that I can finish to finish to implement the kernel of my game by tomorrow night, so that I can spend the rest of the week in appending content, debugging, gui-coding, and tuning graphics.
Attack of the Giant Space Mould - Day 1: Let there be lights!
Posted by hodgestar on 2016/09/04 22:27
And they're off!
After some lengthly discussion we settled on a tower defense game. We suspect that given the theme -- "You can't let him in here" -- there are going to be a number of tower defense games, but we hope ours is different enough to stand out a little and be fun.
Envisioned core mechanics:
- During the day you prepare to defend you space turnips by planting them in safe places and surrounding them with a variety of lights.
- During the night, the space mould attacks and you have to defend your turnips by turning lights on and off.
- However, the station only has enough spare power for a few lights, so you'll need to be careful which ones you switch on and try not to overload the batteries.
- And the space mould might mutate or become immune to lights of different colours.
- Once you've produced enough turnips, you get to leave the station and be assigned to a more difficult station as reward for your success!
Progress today
- We have a lot of core pieces of art, including turnips and some mould.
- We have some generic pygame and pymunk infrastructure and a ray tracing engine that generates a set of convex hulls that describe the regions light from lamps can reach.
We've largely ignored the masculine, human, singular "him" in the theme -- you can argue with the sentient space mould who is stealing the station's turnips if you would like to use a different pronoun.
Symbiotes - Brainstorm
Posted by pathunstrom on 2016/09/04 21:50
So, "You can't let him in here." I am so not happy to see this one come up, but I'll work with it.
So top level ideas: you're limiting a specific person or thing or class of things from entry. Either something about the player or a companion doesn't allow you into a place, or you're tasked with keeping others out.
I've got a couple of first pass ideas on how to take this:
I could make a political statement: I could figure out mechanics that help model the emotional resonance of being a trans woman in a world where "bathroom bills" are becoming daily news. This would be a game more about identity than game place, and I'd be limited to a short prototype rather than a functioning game. Set up mechanics that let the player choose the identity they'll be playing, then slowly clamp down on their expectations.
The second idea is kind of like the other, except someone you keep with you limits what areas you're allowed in. This could be a tiny action game? Maybe use a symbiosis mechanic.
Last idea is building a reverse stealth game with something similar to tower defense mechanics. A lot harder in 2D, but possible. Makes vision management fun, though.
I'll start drawing things up and make a decision by the end of the night.
Noisy Protozoa 2 - Day 1 - false start
Posted by blakeohare on 2016/09/04 20:21
I was going to create a dual-stick shooter in a dark cave where the only light is the light from projectiles. I got a functionally working prototype [youtube link] wrt lighting effects. Unfortunately, despite the smooth appearance, it's actually dropping FPS and there's only a few bullets on the screen and so it's not particularly viable. It seems the pygame blend modes are great for either one-time-then-cached image modifications or blitting small areas. But having a "shadow layer" that you blit light away from with gradient images...well...I'm not sure what I expected, performance-wise.
I'm going to go down to the next item on my ideas list and start over today.