April 2018 challenge: “Two worlds”
The Desert and the Sea - Day 7: Finished and Playthrough Video
Posted by mit-mit on 2018/04/22 13:55
Finally got the game all finished and wrapped up at about 6:45am after a marathon night pretty much non-stop from about 8pm. I'm pretty happy with the final result: there are one or two niggly graphical bugs I couldn't rectify before release, but nothing major.
Spent most of Day 7 implementing about 60% of the game levels and puzzles: the results are OK, but I was hoping to implement a bit more variety, but just did have enough time. I'm happy with the overall feel of the game.
Play through video of the game now available (Warning: Spoilers!):https://www.youtube.com/watch?v=zxXKugd5VZQ&feature=youtu.be
Don't have access to a windows machine at this moment, so hoping to build an exe release tomorrow, but probably won't get it done until after the deadline.
Rogue: Through The Veil - Fullscreen Mode
Posted by PaulBrownMagic on 2018/04/22 13:50
Flip - Flip: Done
Posted by Tee on 2018/04/22 04:28
Designing levels was quite tricky and I didn't allocate a lot of time to it. Hopefully the levels I made should give a feel for the puzzle mechanic. The puzzle has some interesting properties, but I'm not sure if it is possible to go much deeper with the mechanics as implemented; or at least, creating deeper levels is not straightforward. The synchronization aspect of the puzzle is a bit tricky to handle from a level design standpoint.
I hope you enjoy it!
Jim's Big Win - Glitch found :( Please read for pretty great workaround
Posted by speedlimit35 on 2018/04/22 04:14
Contrast - Contrast download
Posted by Pygasm on 2018/04/22 02:19
Warpin' Walter - Gameplay Demo
Posted by ozcer on 2018/04/22 02:18
Warpin' Walter - dfsg
Posted by knockupwood on 2018/04/22 02:15

Warpin' Walter - The Only Diary Entry lol
Posted by ozcer on 2018/04/22 01:57
Diary entry in readme^
Our first game. Have fun :)
Where have all the birds, flowers, white clouds, blue skies gone? - Please read the README
Posted by gummbum on 2018/04/22 01:28
- Project and technical details.
- A game guide with a few tips for a more enjoyable play session.
- An explanation of the game concept.
- And trivia filling in the details of some of the glossed over references from our hero's in-game banter.
The Dark World - Day 7
Posted by mauve on 2018/04/22 01:13
This morning one of the big tasks was to get the dark world looking right. It now has 3D walls, though due to some problems with the asset packs I was using there are some glitches in the way the tiles match up. I tried turning on shadows for the point lights, which looks great:
...but the performance wasn't good enough so I turned it off again.
Here's the final count on Python vs Javascript:
$ wc -l darkworld/*.py
...
2436 total
$ wc -l assets/js/dark-world.js
1064 assets/js/dark-world.js
The game logic really started to dominate once the client was capable of loading and rendering models. More and more it was the interactions that were being coded and all of that is in Python. In fact there are quite a few things to do. One of the things you can do is shop with the blacksmith:When I made the AI a bit better, the Dark World became pretty challenging, so I don't recommend going in individually.
I learned quite a lot this Pyweek:
- Using an existing asset pack is a huge time saver for 3D stuff. I could never have got so far if I had to model everything myself. I made 10 models myself, 2 of which were animated. The rest came from asset packs, and other free model sites.
- An existing 3D engine with a feature-complete model loader is a must. Coding these things is not a Pyweek activity, and in the weeks when I've tried it the gameplay really suffered.
- Having a REPL into your engine is amazing. Every game engine should do this.
- I tried out some more modern Javascript and quite liked it.