October 2018 challenge: “Flow”

Road Rage - Day 4 and Day 3 - Core Challenges, Gamemodes, Menus

Posted by OrionDark7 on 2018/10/24 03:35

I forgot to hit "Save Changes" on yesterday's diary entry out of exhaustion, and didn't realize until this morning. So this is gonna be quite a long post. I'll try to summarize as much as I can.


Game modes

I added 3 different game modes, each with their own purpose and challenge.

  1. Classic Mode - The Default Game Mode where you can win by getting a certain number of cars to the exit, or by avoiding a certain amount of crashes for a certain amount of time.
  2. Survival Mode - This is a mode where you can have no accidents happen, or else it's Game Over. I'm planning on adding a local highscore board for times in this mode to see how you can "survive".
  3. Free Play Mode - Remember when I said each mode had a challenge? I lied, this one doesn't. This mode isn't supposed to be challenging. It's just supposed to be there for practice or just general messing around with the game.

Menus

I added almost all the UI for the game. I added the Main Menu, a mode select, a level select, a settings screen, and a [temporarily] blank how to play screen. I added fully functional buttons w/Keyboard Shortcuts just for fun. I added on/off sliders for the Settings Menu. I'm mostly done with this aspect of the game, so I don't really have to worry about it, so that's pretty great.


Core Challenges

Of course, every game has a challenge, or else it's not fun. The challenges are just basic things like goals to win the level or penalties to stop you from winning the level, such as:

  • Car Accidents (duh), you can be slowed down and penalized by them depending on the level/gamemode. Also, I added easier ways to track car accidents by putting a yellow "Warning!" symbol over the crashed cars telling you that they've been in an accident.
  • Time Limit, you have to finish the level in a certain amount of time or else you lose, or you have to survive for a certain amount of time or else you lose.
  • Unhappy Drivers, this is a new feature that I'm pretty proud of. When Drivers wait at a stop light for too long, an angry face will pop up over their car and if it grows to a certain number, your amount of time to complete the level will be penalized.

Other "smaller" things I added

  • Fullscreen Mode
  • Pause Menu
  • I switched the Graphics for the Traffic Lights to a solid colored bar, to make it more apparent to what setting that light was in.
  • Turning on one traffic light will turn on the one parallel to it (in the same lane).
  • Buses, they're slow, they take up space, you don't like driving behind them, so of course I had to add them into my game, because why not?
  • New cars, and I hope to finish all of them tomorrow as well as add motorcycles.


Okay that's everything I did today but I'm not done yet...

Things I plan to finish tomorrow (this is mostly for self-reference so I don't forget)

  • Starting work on levels
  • Start recording Sound Effects (except for a car crashing one, I don't want to re-create that)
  • A better way of switching lights on and off.
  • A better Level Select Screen
  • Motorcycles with higher speeds. (mentioned above)
  • Finish all cars.
  • A name for the game. (That might be a good thing.)


Still not done yet. I still have screenshots.


This is the main menu:

Day 4 Main Menu


This is a picture of Gameplay with indicators above accidents and unhappy drivers:

Day 4 Screenshot in Classic Mode


Okay now I'm done writing. I'm going to bed now.

5 comments

Snow Hill - day 3 - can you flow on snow?

Posted by allefant on 2018/10/24 02:10

snow
Since I was too lazy to change my shader to look like flowing water... you are now flowing on snow. Which has some red color you should avoid. Which in turn leads to a bit of gameplay! If I have time (haha, as if) I can make multiple levels with different types of heightmaps. Also, I'm having fun right now trying to get multiple of the purple wizards to the goal so maybe this will be final gameplay - multitask to guide several of them to flow down the snowy mountain safely. Or I might go back to the initial idea and have the other snow-raft-riders be AI control trying to beat you.

Add a comment

Dynamite Valley - Day 3

Posted by mauve on 2018/10/24 01:18

We make a lot of progress today; both the visual style and the game mechanics are coming along.

I drew some explosions using Inkscape. Animation is one of those things that is hard in Inkscape, but I've become practiced at anyway, so I think this looks Ok:


Larry has been hard at work on the flow mechanics as well as being able to interact with objects already in the world:


While I think we can create puzzles using these mechanics, the details aren't completely worked out. I started sketching some notes on this on paper. But we have a text-based level format that will allow us to iterate quickly, and we have 4 days to iterate on the puzzles, so that seems like enough time.


1 comment

Time Chicken - Day Two Complete

Posted by haker23 on 2018/10/24 00:39

Youtube Link (External)


screencap


Day 2 has been fruitful as well as joyous.

Enjoying PyWeek so far!

Add a comment

Traffic Flowmageddon - Animation fixed

Posted by ntoll on 2018/10/24 00:27

OK... we have something that looks like a game! Looking forward to hearing what sounds Andrew has found. We could probably add more diversity in terms of the traffic, oh and a "death" of appropriate gruesomeness . But once we have sounds and more traffic then I think we can start to make the levels increasingly difficult (slower traffic, smaller vehicles to start with).

Animation works

(Actually, this also looks like the world's smallest GTA clone...)

:-P

Add a comment

Traffic Flowmageddon - Stock (free) images for traffic (animation needs work)

Posted by ntoll on 2018/10/24 00:04

Just spent a bit of time hunting down some free-to-use stock "top down" traffic images to use in the game to represent the flow of traffic. I think they work quite well.

What works less well is the walking animation for the player... Right now he appears to be break-dancing with great vigour no matter which way he's walking. Needs work... ;-)

Breakdancing...!

Add a comment

Just Flow - Day

Posted by chrisyan2000 on 2018/10/23 23:38

Man this took forever


2 comments

Evaporating Kenneth - Day 3

Posted by cauch on 2018/10/23 22:43

The basic playable system is in place.
But I will need the remaining days to create the levels and to add special stuffs inside those levels.
I spend some time creating a small tool to help me designing the level, I will see if it pays off.

Add a comment

Traffic Flowmageddon - Traffic Flow with Actual Traffic (Boxes)

Posted by ntoll on 2018/10/23 22:31

Traffic Flow with actual traffic

So we have a background that looks like a couple of lanes on a road and randomly generated boxes to represent cars, bikes and buses. It's starting to look like a game. I think the next stop should be filling in the graphical assets for the traffic. Because of work related commitments this represents only about 3 hours of coding effort and around 100 lines of code with PyGameZero and Mu.

I have tomorrow evening free... so I hope to show the game a bit more love in terms of features and polish.

My team-mate is working on sound effects and the like so, assuming we can coordinate, things should just come together. ;-)

Yay, teamwork!

:-)

Add a comment

Flowing Magic - Day 4 - Multiplayer is working!

Posted by saluk on 2018/10/23 21:57

Multiplayer is working! Pretty good for four days of work eh. Right now I have the accounts hard coded. If you pass "0" at the command line, it launches with one account, and connects to a hardcoded in-progress game on the server. If you pass "1" at the command line, it launches into that same game from a 2nd account. The server is the same as it was in the last update, we just can see the state changes from the client now. There are also a few client-side niceties - it won't let you grab any pieces if it's not your turn, and it won't let you drop a piece that's not yours.

Without those, the server would still prevent those because it follows the model. But it is more sensible for the user to see what they can and can't do.

Multiplayer video

Haha I thought I could get this far on the first couple days :P Half a week to implement an actual game now, that sounds doable. It won't be a good game...

Next technical step though is a menu screen to choose your account, create games, and join/resume games. I think for registering accounts I'm just going to pop up a webbrowser.

Add a comment