October 2018 challenge: “Flow”
Posted by wezu on 2018/10/21 15:22
To be honest 'flow' was my last pick for the theme. Initially my idea was to run some sort of heightmap fluid dynamics simulation on the GPU, but I don't think I can make that work and turn it into a game in one week.
Instead of taking 'flow' literally I'm going with 'flow-chart' as a way to interact with the game world, but I'm not building a text adventure but a random-generated dungeon crawler in a Legend of Grimrock/Eye of the Beholder style. Using Panda3D, nuff said.
As for what I did on day one - not much, all I have is a way to navigate a flow chart... or a animation of it anyway. Maybe I'll still manage to make some assets today.
MrOnion - I Should Install Python First
Posted by capturts on 2018/10/21 13:33
I should install Python first, that sounds like good way to start. I suppose Python is already installed on Debian 9, but I'll have to check. Oh, I'll probably want pygame too...
Only by chance I spotted that the challenge had begun. I'm part way to moving 500GB of stuff from my old laptop to my new one. Almost everything isn't working on the new one, so it's a great start.
Snow Hill - day 1 - I have a black screen!
Posted by allefant on 2018/10/21 13:13
I set up a github repository and made an Allegro-Python project which can read keyboard and mouse input and... display an entirely black screen!
I also tried it on my ancient Mac and in Wine and it did work in both - so from now on I'll stay in Linux only and can keep the distribution aspect off my mind. As long as there's a Python 3 available it should at least be possible to get it working on OSX and Windows.
My plan is to have a game where you flow down a river. Let's see how much I can get done, unfortunately will have to work all week as well and not have a lot of time for pyweek.
Posted by yarolig on 2018/10/21 12:10
Morning.
The theme is flow and I have no plan for it. I don't even know exact meaning of this word. I looked it in wikipedia and urban dictionary. I think psychology and musical meanings are irrelevant.
There is fluid flow, air flow, traffic flow, money flow and mathematical meaning of the flow.
I going to use Ubuntu 18.04, pycharm, pyglet (or pygame) and pyinstaller. I already found some good new music in http://freemusicarchive.org/. Today I can make right now main menu and music playback.
https://github.com/yarolig/no_way_back
Posted by cauch on 2018/10/21 11:36
I don't need to wait until the end of the day to post something, as for day 1 I will probably just prepare the structure and internal mechanic.
I am not sure I will manage to finish this pyweek, as I have a really busy week at work.
When I registered, I was hoping to explore new libraries and try totally new things, but due to the lack of time, I will not be very original and I will stick with what I know.
The game will be a platformer game with a twist.
You play Kenneth, a sentient drop of water escaping the military lab where it was created.
The twist is that each time you move, you lose a bit of water, which means you lose a bit of life.
The goal is to find the exit of the level, in the optimal way to avoid losing all your health or getting stuck.
Few game play characteristics that I would like to have:
* You can recharge your health with bonuses in the level.
* You can jump, the height reached depends of your health level (so if you miss a jump, it can mean that you have to restart the level because you don't have enough health to make it any more).
* You cannot direct yourself when jumping, you just conserve your momentum. There is also a sliding and accelerating effect.
* When jumping, you lose as much health as when you move vertically (to avoid having to always use one way of moving).
* When you hit the ground after falling, you lose health in a quadratic way: falling from x pixels makes you lose something proportional to x². It means that you will lose less by falling from 3 times 10 pixels (~300) than by falling 1 time 30 pixels (~900).
* Losing health changes your size, and maybe some stuffs will depends on that (not sure yet).
* Hopefully, there will be specific stuffs in different levels (special traps, enemies, slightly different physics, ...).
The link with the theme is, I hope, obvious, as you are playing a water drop that moves by flowing, with few elements being caracteristic of a flowing liquid.
Posted by bletvaska on 2018/10/21 08:03
My dear diary
Yesterday, the day before the competition start, I had a talk at
OSS Vikend 2018 about the
PyWeek and game development with PyGame Zero (video available on
youtube). The main goal was to find new members to the team, so I did some live coding in less than hour to show them, how easy it is to implement old Arkanoid/Break Out clone. Hmm... One person joined the team. Hopefully there will join me others today during the lunch, so we can do something amazingly great :-/
Posted by AnthonyB on 2018/10/21 06:59
Ok, so there are conveyor belts in the game now. They don't actually convey things, but you can pick them up and put them down with your alien. Spent a long time trying to tweak the UI to make it intuitive, but I'm still not 100% happy with it. Never mind, onwards, onwards - I'm sure it'll change a bit as the game goes on anyway.
There's also multiplayer, so if you have multiple joysticks, the aliens can each have a conveyor of their own.
And if anyone's testing this (I doubt it), at the moment there's a hack in the PygameZero joystick handlers to get around the numbering due to my Gamecube adapter. Let me know if you have trouble fixing it and I can help out :)
Update: Just fixed a few weird bugs and reworked how the conveyor belt moves. Now instead of having three positions, it maintains a linear distance and updates it constantly, so that the items move smoothly. A couple of bug fixes later and it seems to work pretty well. The annoying one was forgetting to return True when a conveyor accepts an item, so it was pushing (and duplicating) the same item along the belt.
Anyway, next up is making conveyors move things up, down and right to left, which I might leave for tomorrow. I've done the images, not sure they're up to Kenney's high standards though.
Posted by speedlimit35 on 2018/10/21 06:23
I don't think i can finish this pyweek because i have to do homework and have a essay due in 3 days. I also have an audition, but I will try to complete it. If i manage my time correctly and plan well, i just might be able to make it.

Flowing Magic - Day 1 status - we are displaying stuff on the screen and have some input
Posted by saluk on 2018/10/21 03:32
So I spent 3.5 hours on my first action item. Heh. Well, I have zero experience with Kivy so that's understandable. I ended up throwing out a lot of the elements that kivy includes to try and make things easier, because they just made things harder and used less code.
Road Rage - Day 1 - Game Plan and Basic Engine
Posted by OrionDark7 on 2018/10/21 03:18
I decided to make a game where you manage traffic in a city by switching Traffic lights on and off. The challenge is that you have to get a certain amount of cars to their destination before the time runs out. There will also be obstacles such as construction work and accidents that appear when you start the level.
Today I got a basic engine done for paving the roads. I also got an engine for creating cars that can move, crash with another car, or stop in traffic. I wasn't able to get the cars to start back up when traffic cleared, but I'll figure that out later (Or, I could make it a "feature" of the game where you have to click the cars to get them to start again, but that's stupid so no.). Tomorrow I hope to get a system in for Traffic Lights, toggling them, and cars stopping when the light is red.