October 2018 challenge: “Flow”
Posted by AnthonyB on 2018/10/23 02:51
So I spent this morning pulling out huge chunks of the UI code that I wrote, and replacing it with something simpler. The original intention was to fudge things in favour of making the game easier to use, but that kinda backfired. So, no major screenshots or anything like that this time, but the player code seems to be a bit cleaner now.
One thing I'm noticing is that the machine seems to be pretty small, so maybe that's something to fix next?
Posted by Unicorn Markets on 2018/10/23 02:05
Wow, less than 5 days left and I haven't even noticed. Time to write something if I want a working game this pyweek.
Posted by mauve on 2018/10/23 01:15
I was away at a family gathering most of yesterday, so I only got to work pretty late. Larry had started on the coding, and I started some quick player graphics.
Tonight feels like starting in earnest for me. The rough split at the moment is that I'm doing graphics and Larry is doing gameplay. Today I've added tilemap rendering for the level, as well as a scenegraph for game objects and a particle system that indicates the water flow. Larry has worked on our tile-based movement.
This animation shows off pretty much where we are:

Posted by haker23 on 2018/10/22 23:39
Installed Python 3.7
Downloaded pygame
Trawled the docs: Pygame.org (External)
Sorted a massive Trello Board (External)
Got a good start...


Posted by cauch on 2018/10/22 23:22
The result is not like what I had in mind, but I still like it.
I still not sure I will have time to wrap it up nicely.
The motion and the collisions are way more fluid (ahah, "fluid") than I would have hoped.
I wonder if it will keep up with more sprites on more busy level than the test one I have.
Snow Hill - day 2 - I have a raft on my river
Posted by allefant on 2018/10/22 23:01
While I did enjoy playing around with multi-resolution white-noise I don't really like the result. It's also completely static so doesn't feel much like water - but I don't think I have enough time to figure out a way to make it appear flowing. I'm also a bit unsure about gameplay as of yet - my entire idea was "raft flowing on a river"... time for some more brainstorming :)
Floodboat - Day 2 – Progess so far
Posted by LeopardShark on 2018/10/22 20:11
This was effectively our first day (we missed Sunday ☹) , and we seem to have made good progress – we have a boat, and it can move. No current yet, and you can't collide with the houses, but it's something. The basic idea for the game is this: you're a rescue boat who needs to rescue people from the houses, but there's a twist (or two)! Firstly, there is debris floating down with the current which can harm you and the houses. Secondly, the flowing current is constantly pushing you, making movement more tricky.
We're actually using git this time (hosted on GitLab), which I haven't done properly before, and it's surprisingly easy. Resolving merge conflicts is <em>fun!</em>
Posted by arifsch on 2018/10/22 20:11
Spent some time implementing the actual flow field, which is loaded from a map designed with Tiled and visualized with assets from https://kenney.nl . All nodes try to follow the flow field, unless fixed or limited by the connecting edges, which are simulated by a mass spring system.
Crossing sea! - Day 1 evening - terrible terrain
Posted by yarolig on 2018/10/22 19:18

I prepared some fetch quests and played with terrain generation.
I'm too lazy to draw all maps. Perhaps random generator will do it better :)
I wasted a lot of time to make terrain generator and now game looks terrible.
Posted by wezu on 2018/10/22 16:41
Day 2, time to post screenshots, or better yet - a video:
..and apparently I've forgotten how to html, imagine this here is a link
I'm reusing some old tilset I made some time ago, there's a total of 8 models here, so it gets repetitive very fast, I will have to add some unique clutter so there's any hope of navigating the dungeon. The random level generator I've written is not only simple it's stupidly simple, but it works. I also updated the shapes for the chart, and you can move around the dungeon ... even through walls.