Pyweek #24 challenge: “They're behind everything”

WIN $$$ LAND - The Hardest Part Is Over

Posted by PyJ on 2017/10/20 17:02

I implemented alpha blending, layer sorting, and collision detection with hit_boxes.
As I couldn't find good tutorials for these things on the Internet, I had to write lots of test codes to find how to achieve them.

It's still 50% to complete. I hope I can make it.

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A mad race - Continuation

Posted by Ahmad-Shafique on 2017/10/20 15:35

Finally, weekend is here, and I resume my work on 'A mad race'
Have looked through pygame and pyopengl
decided on creating a game with 3 levels for now
All levels shall be about discovery of math on different stuff by 'Nathan'
The game shall be a simple input and match game.
So many awesome people creating awesome stuff in this 1 week, its just amazing...
me being a noob, gonna stick with my stupid project...
 
The game will start with an intro and advance the levels...

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Fairy Kingdom - Crunch Time

Posted by thyDungeonSean on 2017/10/20 15:01

I really kicked into gear the last couple days and implemented a ton of new features. I think I let the scope of the project run wild a little bit and it's not going to end up very polished. But hopefully it will be interesting or fun.


Mushroom people (mushlocks) have a whole life cycle where they gather food, eat, bring extra food back to their houses, fall asleep when tired, and morph into new mush-houses when two sleep adjacent to eachother on the same y plane. The houses spawn new mushlocks. 

As the fairy king you have a variety of powers to influence the world and guide the mushlocks. They include summoning rocks and rivers onto the world map, pushing mushlocks around with wind, and marking points of interest for them to check out.

A bunch of gems are scattered into the world. Mushlocks gather them up. Working on that more today.

Orcs are also scattered in the caves. They will go on rampages from time to time destroying your houses.

Today I'm going to frantically implement some tool creation and behaviours - spears and picks for fighting and mining respectively.

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Fell Blaster - Huzzah! Done and done

Posted by fydmyster on 2017/10/20 15:00

So I've done as much I can. Not sure if I'll get a chance to work on the game tomorrow so I uploaded the final version today. I'm not sure how I feel about the game itself. Although it was interesting to work with a deadline looming over my head :D

Well I learnt that there's more to making games than programming ability. Design is the secret sauce. Efficiency is something I wamt to work on now. Being able to do more with less code is the goal. Especially when testing ideas.

Good Luck everyone! Completing something is no small task.

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Rodentopia - Day 6 - More Plot re-writing + Level re-building

Posted by OrionDark7 on 2017/10/20 11:54

        So I was able to get a good portion of the levels done. I still have a long ways to go. But I'm going to work on it at some point this afternoon and hopefully finish by tomorrow. I also did a bit of more storyboarding and brainstorming at school yesterday. That's pretty much it.

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Lanee - Name of game: Countless Nights

Posted by Lanee on 2017/10/20 02:36

With two days left I just finished integrating a battle mechanic. this thing seemed hard and but after finding the solution it looks so simple. the art is just, the game is just but my effort was more than just. I hope I keep improving.

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My Sincerest Apologies... - Rotation and weapons

Posted by mauve on 2017/10/20 01:57

The viewport now rotates. In this shot we're backtracking away from the enemy, hidden in the darkness:




There are some graphical artifacts in the rotation that I need to clean up.

This screenshot shows the effect of multiple lights (of different colours). Seeing it moving at 60FPS really feels awesome.


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Fell Blaster - The home stretch

Posted by fydmyster on 2017/10/19 23:33

Alright so I've shoehorned the theme into this thing. There's a bunch of random dudes behind these red bars. They push these in various directions across the screen. Touching them means sure death. So basically its a game of dodging stuff for the most part. I'll upload the source and windows executable later today. Currently its fun for about a minute then it gets stale quick. Anywho

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Family - Some features were expensive

Posted by shundread on 2017/10/19 21:10

So, the level generator task exploded, things got out of control and I'm not yet sure to what extent whatever it generates is good or not, and certainly it will need some improvements soon anyway. The bottom line is: I tried to be too clever, then I tried to implement a clever algorithm in a lazy way, then when making the algorithm more palatable a few things got lost in translation.

Long story short, the map generation was a very expensive feature. And it's not yet "complete", though any further development on it is pushed back to the end of the queue.

The hot swapping / state saving pair is another one that cost me a bit of time. Hot-swapping itself hasn't been very useful and at times, it's unwanted error-obfuscating feature gets in the way. On the other hand, in preparation for hot-swapping, I also made sure all my data was serializable and now owned by any particular object apart from the non-swappable bits of the program. As a result, I ended up with a nifty and useful save-state / load-state feature, which has already proven useful and will certainly prove further useful when developing monster AI.

I thought a bit about the current state of affairs and came up with the following task priority list for the next available hours, from most important to least important:

  • Character/Map collision (let's make it dumb)
  • Scatter family members around the map and have them follow the player once they meet
  • Signal the player to the exit once the family is collected
  • Ending sequence once the exit is reached
  • Add static monsters
  • Monster wandering behaviour
  • Add death and fail conditions
  • Add auditory system (player produces sounds, monsters within hearing range hurry to the source of the sound)
  • Map generator - produce terrains (grass, roads)
  • Make doors interactive (and a source of sound)
  • Make windows interactive (and a louder source of sound)
  • Add minimap
  • Funky post-processing method
  • Map generator - adds non-building barriers, decorations

The game is borderline "deliverable" once the ending sequence is added, it is an actual game after death and fail conditions are added, and once the auditory system is in place, it is pretty close to the vision I had for the game in terms of mechanics. In terms of look/feels, the postprocessing step is the most important, but it cannot be made at the expense of any other features before it, because should time be too short then I simply don't have a proper game.

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Planet Duel - Day five entry.

Posted by tito on 2017/10/19 21:09

Hi :) 

This was a nice evening. I've started with some mechanics improvement, like fixing vessel on the planet surface, so it rotates with it. It's quite a shame I can't do some transform parenting here, but there is no time for it. Also, I've added collider abstraction, so now planets have circle colliders. But what I'm most happy with today is that the graphics are now finished. There was not that much of it, but still... :) Tomorrow I will add some audio, then improve AI, at least that's the plan. 

EDIT:

Few things about sprites. Those were heavily inspired on stuff from the net, not my own concepts. But they were made from scratch in Blender, and with no texturing to save some time. 


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