PyWeek 28 challenge: “Tower”

Souls Of The Tower - Day 6

Posted by MihailRis on 2019/09/27 20:45

The end is so close...

Added:

  • Simple menu
  • Pause
  • Instruction
  • Win screen
  • More rooms


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The Alchemist's Tower - The Stone Speaks.

Posted by ntoll on 2019/09/27 17:12

The Stone Inscription

This week isn't going at all well in terms of time management. :-(

However, I've managed to spend a solid afternoon today and will work into this evening to get the "grunt" work done. Since this is a mix of prose, photography, sound effects and music I'm having rather a fun time fitting together and refining the game. It's very much an organic process -- a bit like tending a garden -- as the story emerges from the interplay of the different game assets. While I'm playing what I've created so far, it certainly feels like a mysterious alchemist's tower.

On a technical note... I'm quite please with how PyperCard enables the movement around the world. It's all quite Myst-ish (which is what I'm aiming for).

I guess I'll have to see how far I get and, if it's quite short, you'll know I've run out of time.

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Tower of Rapunzel - The Big Push

Posted by tundish on 2019/09/27 15:20

Well, the last 32 hours have been nuts.

After writing the preceding diary entry, I decided I'd take the next day
off work, or I'd never make it in time.

I went in to a cafe early and kept topping up on coffee while getting down
on paper literally all the dialogue for the game. It took about two hours.
I was blocked to begin with on Rapunzel's rhymes but by the end the words
seemed to arrive quite easily.

But I had made some false assumptions about how to organise the dialogue.
I had the speech separated out into themes. I thought I would change the
context at different points in the game, and all the characters would
switch in the same way to their appropriate phrases. But that was way too
complicated and required a lot greater wordage than I had time to make.

So when I got back I rejigged all that. There were also some bugs to fix,
in code I thought I could trust. So my perception of progress was never
reliable enough for me to feel confident.

The good news was that having all the words on paper made creating script
files a low-risk process. And in the background I started setting my
drum machine going, to find some beats I could use as a backing track.

By bedtime nearly all the script files were done. Sadly, I never hit on
any sounds that I felt would fit as a backing track. So it looks like
the game will have no music, which is a shame.

Still, it plays better than some of my other efforts. I've just fixed
the death screen. Python packaging is in place. A bit more dialogue
required here and there.

If you want to take an early peek (before release), then the repository is here.

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The Emerald Tower - Long Overdue Diary Entry

Posted by Phantasma on 2019/09/27 05:37

So I've been working tirelessly on player/wall collisions implementing keys and locked doors associated with keys and implementing how a player proceeds to the next level. There's still a lot of things that I still need to implement before I finish the project. At this point an "All nighter" or two is warranted to finish the project.


List of things i still need to implement.

Enemies

Sound/music

an actual player sprite(blue stick figure? REALLY?!)

basic combat mechanics.

art for title screen

instruction's and story

Game Over screen

and probably a few other things I may have missed.

So yeah I have a lot on my plate. And I cant waste any time doing it. If all else fails I could try and release it as is despite having unfinished content and once Pyweek finishes I'll work on the little details afterwards. I'm actually liking this current project.

EDIT: I've lost count on how many hours I've spent on this project :P

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Battle Tower - Day 1

Posted by chrisyan2000 on 2019/09/27 03:27

First day of working, making basic game mechanics

day1

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Souls Of The Tower - Day 5 - are you sure about that you're alone in the room?

Posted by MihailRis on 2019/09/26 19:06

Day five was really hard. I spent 9 hours today.

Total:

  • Added and tested new enemies
  • Increased elevator speed
  • Character can die with new ways.
  • Added particles.
  • There's no safe rooms.
  • More animations (with flashlight and with no).
  • Drawers now contains something you will need.
  • Sometimes you have to use your real physical force to survive here. (new mechanics)
  • Added simple inventory.
  • I am too tired for write more info. (sorry)

Elevator isn't so safe.

Don't turn off your flashlight if you want to survive.

They are always here.

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Battle Tower - Day 5 - Starting the Project

Posted by chrisyan2000 on 2019/09/26 17:15

Got little time for this pyweek.

The project is just started.

Hopefully I can make something quick.

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The Leap of a Frugal Man - day 5

Posted by speedlimit35 on 2019/09/26 04:07

i think i am done with my game. It is not a very long game because I really do not know what to do for "tower" and 

I also have a lot of work to do. I might still add some stuff if it is really needed like bug fixing though...

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Stacky Tower - Two players and special blocks

Posted by dowski on 2019/09/26 02:19

A bit more progress. We have two players, some special blocks and a background image.



Tomorrow hopefully we'll get some of the basic game play in (i.e. one player wins when their tower gets to a certain height). After that it will be on to making a couple of the special blocks work (cannon, shield).

This has been a ton of fun so far. My son is really getting into it and it's been fun to code side by side and push/pull from github to share our work.

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The Tower of Torment - Minigames!

Posted by schilcote on 2019/09/26 01:59

I don't like randomness in games - or, more that I don't like when randomness makes your actions not matter. You can position your soliders perfectly in the XCOM remake, but if the game doesn't feel like letting them hit their targets, then it doesn't matter what you do.

RPGs are traditionally very randomness dependent. Wherever the games Tower of Torment is emuilating would have rolled a die, I have the player play a minigame instead.


Strength and agility based actions are powered by a timing minigame; technical tasks are decided by Meavis Beaconing it up, and magic makes you do math.

I want the hardest wizard spells to make you factor binomials.

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