Pyweek #24 challenge: “They're behind everything”
Fairy Kingdom - Initial Journal Entry
Posted by thyDungeonSean on 2017/10/17 00:50
I struggled with the theme initially, but I like what I came up with. The player will control fairies who can indirectly influence a subterranean mushroom kingdom. (They're behind everything!!)
Basically I procedurally generate a cave map and populate it with some little mushroom dudes. Right now there are rivers and plant life grows based on the rivers. The mushrooms are all AI controlled and will mostly just do random walks. The player will be able to use different powers to make things happen in the simulation. The basic thing is plop down a shiny sparkle that will lure the mushroom boy onto it, thus influencing their movement.
I wasn't sure if I was being too ambitious for the week, and I haven't been working very hard so far. But I'm pretty pleased with the progress for two days. I have a basic cellular automata map generator. It finds an ok spot for the start of your village. Mushroom folk can get added to the level and can wander around now. Just need to start on the more advanced ai behaviours.
Eventually want to add in some antagonist orcs as well as more mushroom - terrain interactions.
I'm making the tiles myself, and they are very rudimentary, but hopefully reasonable.
Not sure how game-y it will end up. Might be a bit more of a toy than a game.
Family - I'm, like, 30% I should rethink some of my features
Posted by shundread on 2017/10/16 21:50
My idea for lazying around on the art is using some screen update strategy meant to (very grossly) simulate eyes in straining conditions where shifting focus from bright to dark places leaves after-images, as well as give a sort of surreal feel to the game. My initial implementation involves a lot of random number shuffling, and could desperately use some improvements.
The rendering strategy is as follows (surfaces are 200x200):
- Render the "real world" in a surface
- Render the "light casting" in another surface
- Blit the "dark areas" of the light casting on top of the "real world"
- Shuffle the random numbers matrix
- Update only those pixels to the screen
My 200x200 game, scaled up to 600x600 is running at ~25 FPS, and while the big bottleneck is the screen update strategy (skipping the last step bumps the FPS to 60 with CPU to spare), I'm sure there's a few workarounds I could do to speed up the process, probably pre-calculating some update patterns is one way to go (with the potential of leaving specific pixels "relatively neglected"), another is to play a bit with surfarray and pixelarray.
This VERY CLEARLY is one of the features that could easily turn into one of those time sinks that prevents a game from being completed and won't right now provide good return on investment. So I'll pause further development of this for now and get the rest of the game done before wasting whatever remains of my development hours on making whatever post-processing effects for the game cool and running crisp.
Tomorrow: simple world generation
Planet Duel - Day two entry.
Posted by tito on 2017/10/16 21:13
My idea of a game is to create Player vs simple AI duel. The idea is for Player to be placed on a planet. To beat the enemy he has to shoot it on his own piece of space rock with homing misslies, and avoid being shot by it. The idea is that they can hide in the shadow of their planets, avoiding hostile missles and leaning out when it's safe (they are behind everything ;) ). If I have some spare time I would propably add a Sun in between, to have another thing to hide behind and to have something to gather resources from.
As you can see I'm using some placeholder graphics now just to save some time to code the logic (there are also some blending problems that I will hopefully resolve later). I'm well aware that the game won't propably be pretty, since a prefere to spare more time on mechanics than the art. I'm planning to create some simple stylized sprites to represent the game objects. Right now there are just these vessels running on plannets (enemy is making circles), the rotating planets and homing missles that player can shoot at the enemy.
One thing that I've decided to do is to use Entity-Component-System pattern here, to create more reusable and less buggy code. The idea is that I can put different game objects together by (re)using already created components.
Tomorrow I will hopefully finish collision system and start making some real game mechanics. The biggest issue is time, I can only spend few hours after work, so I will have to cut anything that can give mi few hours more on the coding features.
Cheers and happy coding :)
daftspaniel11 - Day 2 - Shark (Py)Week
Posted by daftspaniel on 2017/10/16 19:44
Lots of code organisation going on and some optimisation (didn't really need 80 circles drawn for the boat trail every frame). Also got organised with a list of tasks in Google Keep.
buffalo974 - Day 2 - Discover Chemistry basics with card game
Posted by Buffalo974 on 2017/10/16 19:34
But it's hard to find how to make funny playing with complex principles. But it comes slowly.
I want the player to learn how to make parfum, soap, banana aroma, aspirin and paracetamol for example.
Player will discover chemical functions as alcools, alcanes, amines, weak acid/base etc.
The player begin with a deck of chemicals substance , can start with some cards in hand, and have to manage with cards on table.
A little bit like Poker Texas Holdem.
Each time a chemical reaction is successfull, table is cleaned and the player is given points. Game over when no time left or when deck finished.
Best score player win ( for LAN).
I dont know how to make junction with general chemy (mineral) and organic chemy, i'd like to introduce fast oxydoreduction potential.
WIN $$$ LAND - Wasted 2 days
Posted by PyJ on 2017/10/16 16:39
It was a game to find a criminal mastermind by patrolling and interrogating accomplices.
I made screen sketches and game rule.
It became like a simplified UFO franchise game, and it seemed boring and uninspiring.
I eventually threw away the idea out of my mind, and decided to make a light-hearted, funny one.
The word "behind" narrowed my ideas to dark things, so I will go the opposite way.
I am planning to make a 1 screen action game.
I will be ready to start programming from the 3rd day.
Sneak - first day
Posted by maho on 2017/10/16 07:21
andarms TBD - Poker meet Yu-Gi-Oh! and Pokémon | 5 days, 20 hours to go
Posted by andarms on 2017/10/16 03:52
I'm not sure how this fits into the theme, but the idea of the game is a battle cards game like yugioh, but instead of the monsters, use the cards ranks. To make it more fun I also want to add a type system like Pokémon's games with its effectiveness and its weakness, so far there are 4 types of Grass, Fire, Water and Normal. There is a lot of work to do, but so far i have a solid base to work on. Stay tune in for the update.
i also created a github repo if wanna check and test it out https://github.com/andarms/pyweek24.
Zoonami - Zoonami - Day 2
Posted by paulpaterson on 2017/10/16 03:25
Rodentopia - Day 2 - GUI Development and Platformer Engine + Objects made
Posted by OrionDark7 on 2017/10/16 03:04
I am almost done with the Menu GUI, I'm also adding some Game Save functionality. I've added complete button functionality. I made a Platformer Engine for the game, and I'm adding in certain objects to accompany it. I was able to develop the first level, and here it is:
Oh, I forgot to tell you the theme of the game! It's about these starving mice living in a pantry, and they decide to take over the kitchen to be able to eat. I call it Rodentopia (yes, it needed to be that overexaggerated.).
What I'm planning on adding next:
- NPC's that you can talk to, so I don't have to explain the entire plotline in the beginning of the game.
- Mouse Traps, so there's actually a point to this game.
- Better graphics. (Can anybody point me to a tutorial on how to use Photoshop? I'm really bad at it...)
- More food other than cheese. (Cheese gives you ten points, so I'm thinking if you eat... let's say Jam, you get thirty points.)
- Making the platforms not look like wooden planks sitting in some hoarders pantry.
It will be much harder for me now, as tomorrow I have school. And I was caught in a really busy week. I have Robotics, a Band Concert, and I have to go to my friends B-Day party. Ah well. I'll work something out.
Also, I'm hoping to have a Python 2.7 version of the game on this site tomorrow, so if you wanna try it, come here tomorrow.