March 2019 challenge: “6”
Gilda-Six - Blocking the 3D model
Posted by Astrofra on 2019/03/24 11:34
How to build a 3D model quickly :
- screenshot Google Maps
- get the proper scale (here, 20m = 87pixels)
- create a plane in your favorite 3D package with the size of the map (in meters)
- build each house as simple cubes, for a start
Posted by capturts on 2019/03/24 11:09
So, it started and only by chance I actually remembered :p
Whatever I make will be rubbish. I use PHP a lot to make websites, but I don't use Python all that much. The sort of things needed to make websites is very different to making a game, so that'll help things ;) Also, I can't draw and I'm really busy. So if you'd just like to give me the lowest possible score, that'll be fine by me.
I've a few ideas for games. I see the theme is "6", and I'm hoping there isn't anything more to it than the number. I'm not really into modern pop culture so I hope it's not relating to to a film or telly program that I am oblivious to.
TextSmith - TextSmith - a multi-user text based adventure game
Posted by ntoll on 2019/03/24 09:08
Both members of our team love words, writing and telling stories with text. That's how we came up with the idea for our game... an old school MUD/MOO-ish platform but reimagined for today.
We're going to call this platform "TextSmith" because we're forging, beating out and carefully crafting new interactive text based worlds with creative heat and imaginative fire. We hope it plays to our strengths..!
Our server will be a Python/asyncio application with perhaps a Redis data store, probably running somewhere like Heroku (which seems to be the simplest / cheapest [free] option at the moment). We'll use websockets and some static HTML/CSS/JS to provide a user friendly browser based client.
Our intention is to make the world "programmable", so players are able to help build the game themselves and take ownership of the world they imagine and inhabit.
As for the theme, I (Nicholas) wonder about initially creating six distinct literary worlds within the game (e.g. Jane Austen, SciFi, Tolkien etc...). Players build and interact within each world in the literary style of that world. In each 24 hour period a player has some arbitrary number of points to give away to other players as rewards for building or interacting in particularly appropriate, entertaining or otherwise epic ways. Perhaps the more points you get, the more stuff you can build, or you level up to new abilities..? I'm not sure how this may work, and I'm waiting on feedback from my team mate, Andrew (this time we're only 7 hours away in terms of time zone). So this idea may change or become something completely different.
The first task (probably tomorrow) will be to get a simple websocket app running so we can check the client works properly, after which we'll be in full-on platform building with a view to world / game building with the help of anyone else who cares to join in towards the end of the week.
Let the fun begin..!
Posted by yarolig on 2019/03/24 08:37
Good morning! It is my third pyweek. I can spend time on whole week but I expect some large distractions on Tuesday and Wednesday.
Theme6 is a good theme but I wanted the Wonder Drug! I have prepared a good plot for it with some interesting details. Now I need something new.
I like the theme but only revolvers comes to my mind. Well. I can make a game about ANYTHING and add revolver in the end.
Another idea. Just do a clone of Might and Magic 6! (Or is it Might and Magic VI? Never mind.)
Aaah, brilliant! I gonna make a FPS about escaping from vi!
Menu and musicIn the previous pyweek it was a good idea to make menu and music on day 1. Because it is adds some points, it is important, it can be done right now and later I will have no time for this.
ToolsPycharm worked better than idle or QtCreator+pyqtc. Tiled Map Editor worked better than kolourpaint.
P.S. Styles looks incorrect:
Header 1
text
Header 2
text
Header 3
text
Header 4
text
Posted by Astrofra on 2019/03/24 07:54
(first attempt to deliver a PyWeek game...)
Ok, that's NOT the theme I was expecting.
When I woke up this morning (the vote was closed 6 hours ago), I started to look for an
old Amiga game with the word "six" in his name.
Nothing...
So...
the game will be an hidden-object "adventure" game, probably with a single location.
You have 6 items to find, hidden among many things, and it tells you the story of a small town in the Ohio, in the middle of the WW II.
My plan is to get the game mechanic working as soon as possible (tonight, possibly)
Posted by schilcote on 2019/03/24 05:18
This is all I have so far; hopefully this will clarify what I'm going for with this (for anyone who'se interested)
RPG battle system
Dungeon crawling that leads to the RPG battles
Space travel simulator that leads to the dungeon crawling
Spaceship management game that underlies the space travel
Relationship/management simulator /w crew that underlines the spaceship management
Space combat simulator that the space travel leads in to
So - six games deep, playing with six characters.
Thoughts:
RPG battle system:
100% text based
Largeish variety of enemies
Largely inventory item based; it's sort of like playing Slay the Spire
Or, make it XCOMlike?
Yeah, I like xcomlike better
Still can't draw it; could do ASCII-style
Dungeon crawling:
Maybe bring in that 5D stuff?
See enemies coming, look like Pathways Into Darkness maybe?
No, I can't draw that. Will have to be extremely basic because
of unavailability of art.
Theme it as space stations and ship salvage?
Theme battles too, then?
Given the change from RPG battles to tactical battle, maybe should be
a boarding mechanic for the ship fights
Boarding in ship fights, and salvaging after ship fights and random encounters
If I get enough time, add narrative missions on stations/planets
Spaceship travel:
TEOS clone
Fly to stations, buy and sell things, try to identify good trade routes,
randomly get in to fights or discover abandoned stations
Can buy systems and parts and fuel for the spaceship management
Realistic economy, where NPC ships also discover trade routes and opportunities
get saturated/fixed if you don't jump on them?
Spaceship management:
Ship is made of systems, parts randomly break down or are broken by fighting
Can be fixed by crew or replaced by spares
Oregon Trail like
Random events with consequences for crew and resources?
Also need to make sure you have enough food and fuel
Crew management:
Not sure what to do with this.
Crew are involved in other systems (every other system?), they are the PCs in the tactical fight,
provide solutions for problems in spaceship management
Interact with NPCs through spaceship travel game?
Space combat:
Real time with pausing, like FTL
Ties in to the spaceship management game, systems give your ship the ability
to do things (weapons attack, shields prevent damage, armor absorbs damage, etc.)
See ships on a screen flying around each other, some systems & accuracy of shots
depends on relative position, can right click to pause (or slow?) game and bring
up list of actions that can be taken; can right click on position and move there,
Six Moves - Day 1 - Game Concept and Start of an Engine
Posted by OrionDark7 on 2019/03/24 04:02
Today was a pretty rough start, not going to lie.
I didn't think 6 was going to be picked (I thought it was a little to vague), so I didn't brainstorm as many ideas for it beforehand. I was a little frustrated as usually I know what I'm going to build before the competition starts because I already have a couple of ideas in place. Since I didn't have as many for 6, I was a little bit disappointed with the few things I was able to think of.
I decided to go with a simple mini game where you have only 6 moves to complete a 6x6 level, where you have to find the right path that uses 6 or less moves to get out of the level. There are different obstacles and objects, such as walls, doors (which can be unlocked by keys), and portals.
Here's a small screenshot of what I have so far (no fancy graphics yet):
I have a pretty early start tomorrow, so I'm going to go to bed.
Posted by jcsirron on 2019/03/24 03:44
After mulling over the theme idea, I finally came up with an idea that I both like and can implement solo for this jam! Now, I just need to flesh out the details and come up with the mechanics.
The premise I'm working on is a group of six adventurers that are trying to retrieve the six MacGuffins (I know, so original). The strange attractor is that each adventurer only has a certain number of abilities. You must collect the correct combination of adventurers to retrieve the MacGuffin from the dungeon.
Posted by flyingfox on 2019/03/24 00:42
So my preparation for this event has been somewhat lax. Basically none at all. I correctly guessed the theme ("6"), but had no ideas to support it. I had something for Ripples, Fold and even The Barber of Seville (an incremental barbershop empire game) but nothing for six. So I took the dogs for a walk.
I played around with a western "6-Shooter" idea and several abstract hexagonal tile ideas but nothing stuck. Then I came up with an idea for a simulation game. I'll have to mull this one over to see how I can make it, you know, fun.
Posted by meb25 on 2019/03/23 21:26
Voted for "wonder drug" followed by "ripples". They seemed the most flexible topics. "Barber of Seville" as a topic? I had to look up what that was and after reading the wikipedia page I'm pretty sure I still have no idea. Maybe it's where the "Figaro, figaro" chant comes from in old-timey cartoons when the cat prepares to sing. Just a theory. Most python stuff I do is reporting related and never really used pygame so I'm officially vaguely worried that I am out of my league here! There seem to be at least two danger zones. One is using pygame and two is having it install and play on someone else's machine. We'll see...