October 2018 challenge: “Flow”

Chart of Flowrock - Day 5, Walking simulator

Posted by wezu on 2018/10/25 14:41

2 days and a few hours left and I have a walking simulator... at least it looks good, let's hope it will run on machines other then mine.
Using a library I made myself (last update 7 months ago, so I'm in the safe) is a first for me, but I'm glad I did, it saved me a lot of time.
Here's a video of the current state of things:
Video!
Now I need to add some content, so no sleep tonight - I'll be making, rigging, texturing, 3D zombies...yay(?) 

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Alien Toy Factory - Whoops, I've been a bit quiet today

Posted by AnthonyB on 2018/10/25 13:48

So over the course of today I've been making steady progress. Levels and production counts are in, though not really hooked up, and I've been spending time this evening making the UI work and look nice - excluding the temporary help page I put up earlier :D

Now there's a help kiosk and door that new players enter through, and it displays nice help text that looks like it's on a screen. Shortly(ish) it'll display the machines that you've unlocked so far through your progression, starting with the circuit board, and progressing through to TVs and computers.

A quick todo list, since time's starting to run short and I need to keep track of what's left:

  • Finish the help, including figuring out a way to display the machines
  • Nice text when you finish a level (drawing on the training manual work)
  • Progress numbers above the loading dock, showing what you need to deliver where
  • Machines should also have icons near the I/O chutes showing what they'll accept / deliver
  • Fix positioning and scaling on all the items
  • Time how long it takes to do each level, and overall time. Not sure about what target times should be, or if I'll have time to implement.
  • Playtesting: Can you actually build the machines and produce stuff? Is multiplayer any fun? Should there be more conveyors?
  • Sound (and music?) when you pick up and put down things, machines start, help is activated, things are produced, delivered, etc.
  • Some sort of background image so it looks less spartan?
  • Remove all the debugging points and lines
  • Perhaps add a level selector (from ones you've unlocked), so you don't have to play through all the levels over and over.
  • Packaging and more playtesting!

Yikes.

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Destination: Irrelevant - Debugging

Posted by Noelle on 2018/10/25 09:44

Self-driving cars are impatient. They'll just drive right through each other and park in the middle of an intersection. It's like they don't even care. Rude.

We've implemented visible brake lights -  so that we can see which ones are stopped - and if they'd only share with us... "why" ....

I'm also thinking we need to find a library for better RGB colors, because the random function we generated seems to always make them too white or pastel-y and not typical car colours. But, you know, it is the future. Maybe all cars are pink in the future. You don't know. 

Debugging

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Dynamite Valley - Communing with nature

Posted by larry on 2018/10/25 08:37

Kicking back with a game and a burrito


Since our game is nature-themed, I took advantage of our lovely clement weather--I took my laptop (and a burrito) out to the park!  Ah, the birds chirping, the perfect background for game development. :D

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Flowing Magic - Day 5 - Player hands and beginnings of the grid

Posted by saluk on 2018/10/25 08:36

Video
I stayed up a little longer to tinker and managed to get a few key items implemented.

First, I added a grid type to the model, because the card game I'm making is going to involve cards being placed into the "flow of magic", a 4x3 grid of cards. Each turn, the cards on the outside of the grid will rotate and activate depending on where they are placed. My current model for "spaces" keeps all of the card data in a list. Rather than make the grid type a separate concept, I've added an organization field, in addition to the list of card data. This field keeps track of which position each card is in. Eventually I'll need to add helper methods to make accessing the card data according to positions a bit easier.

Then, I modified my game interface code to strip out the temporary card fields that were there previously, implementing things more like what will actually be in the game. I started with the player's hands. Now, I show your hand on the bottom of the screen, and your opponent's on the top. When the opponents hand is displayed, I also overwrite the source images with the card backs so you can't see their cards. I also improved the layout: I had to shrink the cards down to make room for the grid, which then necessitated a way to zoom in on the cards in order to read them. Finally, I made the animation code for the cards happen one by one rather than all at once. This isn't too important now, but the game is likely going to have 3 or 4 actions pop off when you end your turn, and it needs to be a little more clear what is going on.

Another minor addition I haven't posted here yet is the ability to choose your login account, as well as either creating a new game, joining an open game, or resuming a game you have in progress.

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Floodboat - Start of Day 5 – Progress Report

Posted by LeopardShark on 2018/10/25 06:56

A lot of progress has been made since day 2. We have figured out how the game will actually work, we have current, slightly nicer graphics, level progression, targets and sticks. The targets can be seen with a nice radar-type view around the player, as well as on the map, and we have support for multiple stick textures (although there is currently only one). There is a health-bar, but no damage. I'm pretty confident we'll get it all finished on time, with some extra to add stuff like power-ups. 810 lines of code so far, over 52 commits. Maybe we'll reach 1000?

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Flowing Magic - I don't know why, but I feel like I'm moving backward

Posted by saluk on 2018/10/25 06:53


I spent a lot of time fighting the kivy layout engine. I predict I will waste the next 3 days doing the same. I did design some of the game, and my friend made some really good looking art. We'll see if it actually sees the light of day!
If all goes well:
  • Tomorrow - model the game properly and generate cards players can collect
  • Friday - create and tweak the game interface
  • Saturday - testing and polish

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Just Flow - Day 4 - going meta

Posted by chrisyan2000 on 2018/10/25 05:05

I guess I just liked those kinds of games

metagames ftw

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Alien Toy Factory - Debugging machines

Posted by AnthonyB on 2018/10/25 04:27

Well, another late-ish start today, and when I tested the up/down inputs to machines, they started outputting circuit boards with no input. Took a while to work out WTH was going on, but it turned out to be direction '0' evaluating as False and not counting that machine as an input machine. Since there weren't any empty inputs, all good to go! Not.

Ok, now on to the levels :P

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Road Rage - Day 5 - Level Design, Motorcycles, and minor fixes.

Posted by OrionDark7 on 2018/10/25 03:29

Today I worked on a couple of different aspects of the game that needed to get done and others that kinda just needed to be cleaned up in general. First off, I created the first four levels of the game, that aren't supposed to be too challenging (I might've made one too challenging, but that can be tweaked to be the perfect amount of difficulty later). Second off, I added Motorcycles. They go at almost twice the speed of normal cars, and are half the width, though they do have problems with collisions sometimes. I also fixed some smaller bugs, like that clearing a car crash inside an intersection would toggle the traffic lights around that intersection. It wasn't the most productive day, but I don't have time to worry about that. It's day 5, I just gotta keep going.


Here's a screenshot of one of the levels:



Oh and I've also never posted an animation for some reason, so here's the game in action (Sorry for poor video quality):



I don't have any extra things to do tomorrow for the most part, and nothing to do on Friday that interrupts my work schedule, so I'm just gonna get straight to work from that point on.

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