PyWeek 28 challenge: “Tower”

Tower of Rapunzel - Second day is just boiler plate

Posted by tundish on 2019/09/24 21:49

This evening I took the game rule simulation and rewrote it so                     
it can be operated from within the app. Also put in the web                        
framework.                                                                         

Everything is very much more solid now. But I can't say I feel                     
like I've made enough progress yet.                                                

I need to allow two clear days to create music and content. Not                    
sure I'm going to get that at this rate.                      

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The Emerald Tower - First screenshot added

Posted by Phantasma on 2019/09/24 18:59

Its a start. I got plenty of more stuff to implement in the coming days. Hard parts are over for now.

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Souls Of The Tower - Day 3: the elevator.

Posted by MihailRis on 2019/09/24 16:15

It was third day of the challenge. I will try to make more features and gameplay mechanics in remain four days. May be, development of this game will be continued after challenge end. If you want it ;)

Added:

  • Elevator - the main transport between floors of the tower. Now it's infinite. Really. You will can confirm it.
  • New sounds (elevator sounds, character steps for elevator).
  • Transition between game maps.
  • You can open doors.
  • Camera quake effect.
  • Fade-in / fade-out effects.
  • Everything sounded.

Elevator is the main transport in game

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The Leap of a Frugal Man - Day 2

Posted by speedlimit35 on 2019/09/23 20:37

I don't have a lot of time this pyweek and I also want to use some physics this time. My game will be about jumping out of a tower. It should be simple enough for me to make in a couple of days I hope...

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Babel - End of Day 2 – Instruction Generation Complete

Posted by LeopardShark on 2019/09/23 20:32

Day2 Screenshot

The basic idea of the game is that you must built the Tower of Babel, while being given instructions in several different languages. I have implemented instruction generation in six of the seven most widely spoken languages in the world: English, Chinese, Hindi, Spanish, French and Bengali. I had to exclude Arabic because it is written right-to-left, and Pygame can't handle it. So far the fonts have bloated the game to about 200 MB, but I should be able to delete the vast majority of them. I think this game might be a nightmare for any die-hard Python 2 fans who still try to port games instead of installing Python 3. 331 lines of code done, a few hundred to go!

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The Emerald Tower - Basic foundations of the game done

Posted by Phantasma on 2019/09/23 19:00

Functionality check


Title screen: check

Story screen: check

Level info screen: check

Gameplay: IN PROGRESS

Credits: IN PROGRESS

game over screen: IN PROGRESS


The last 3 (Especially game play) will take up a majority of the time needed to complete the project. I will throw in a screenshot on the next diary Entry.

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Tower of Rapunzel - Kicked off late Sunday evening

Posted by tundish on 2019/09/23 17:53

About three hours in. The basic idea came quickly, and
then my brain immediately complicated it with all sorts of
pointless embellishments.

I tried to draw it out on paper. Decided on a world with
8 separate locations, and then soon realised you'd have
to jump back and forth between them pretty quickly.

I need to be sure that the game is viable from the outset.
There'll be no time to build it and fix it later. All my
code so far is an attempt to simulate the thing to see if
a satisfying end state can be reached in a reasonable
amount of time.

After tweaking some rules it seems there should be a final
Gold/Silver/Bronze outcome. And you'll have to take a risk
to get the top prize.

Next steps are:

  • build out the game rules from my simulation
  • put in the framework for web interaction

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Crossing foothills - Monday evening

Posted by yarolig on 2019/09/23 17:36

Switched to PyOpenGL. It is not as convenient as ModernGL but there is documentation... On StackOverflow and Reddit... 

I know it is possible to waste a lot of time creating worlds. I decided to not make a planet spherical at least.

I'm drawing primarily with glDrawArrays. Checked its limits. After 100 calls per frame FPS drops below 60. And after 1000 my computer starts making strange sounds.

My code is 700 lines of mess.

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Souls Of The Tower - Second day of development.

Posted by MihailRis on 2019/09/23 15:22

It was difficult day. Most time i worked on sound. (Sound is very important part of horror genre). Done only small part of the game.

I trying to do not show any spoilers for you.

New:

  • First non-player character (monster) with special behaviour.
  • Flashlight energy now is not infinite.
  • More decorations on game map.
  • Flashlight blinking on energy out.
  • Death screen.
  • Screamer
  • Step sounds, flashlight click sounds, some more sounds...
  • Panic effect (fades in when flashlight doesn't work), that will kill character after some time.

Improved horror atmosphere 

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The Infinite Tower - Day 2 - Attacking and Minimal Graphics.

Posted by OrionDark7 on 2019/09/23 04:28

Today was a very productive day. I did one big thing mainly, and that was build a system for defeating enemies in the tower.


My way of doing it is quite a bit different, I built 3 mini games for different battles. I wanted to experiment with some different and yet still engaging way to do attacking, since I knew anything that any complex battle sequence that came to my mind would be weird, over complicated, and a little bit boring. So I decided to make a mini game for each battle, each one fast-paced, mostly simple, quick, and engaging (hopefully, only one other person than me has played them).

I'll go through each one briefly:


One of the minigames makes you rapidly hit your keys for a certain marker to either attack an enemy or block theirs before it disappears.



Another minigame has a rapidly moving "crosshair", where you have to click certain blocks when they come in contact with the crosshair, and either attack or defend based on their color. (It's much easier than it sounds I just am in a hurry to finish this post.)



The last one requires you to hit the spacebar a bunch of times to help increase your attack/defenses power level, and you have to outpower the enemies attack/block.



That's all of them in a nutshell. I also got some minimal graphics done for each tower level. Here's another screenshot (and the last for today, thankfully):


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