September 2021 challenge: “Neverending”

Box Adventures - Day 2

Posted by SReaperz on 2021/09/21 21:06

   Contributions

  • Created Game class (in-progress)
  • Created Camera class (in-progress)

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Box Adventures - Day 1

Posted by SReaperz on 2021/09/21 21:05

   Contributions

  • Did the basic setup for the repo with pipenv, pre-commit,etc
  •  Added a base Entity class
  •  Added a Player class that inherits Entity
  •  Made few changes to the pre-commit-config.yaml


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Box Adventures - Terrain Generation

Posted by BeautifulReques on 2021/09/21 19:58

Today I completed terrain generation fully, now i will do graphics next

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Not decided - Day 3

Posted by Prathamesh on 2021/09/21 13:21

Basic Player and particle system done 

now going to work on the enemies which should end by today
I hope
Anyways pretty good progress for day one


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Cowboys vs Pirates - Day 3

Posted by scott on 2021/09/21 13:12

Train vs pirate ship

I'm not quite sure what we are making yet, or if we have any chance of finishing, but it is chaotic.

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Box Adventures - block class

Posted by aph on 2021/09/21 07:20

block class done, needed some modifications to it, when i have the block break mask.

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Box Adventures - Graphics

Posted by BeautifulReques on 2021/09/21 07:18

Today I generated graphics for the game, they are pixelated but look nice :)

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Infinity Slasher - Made the main character and infinite side scrolling

Posted by MysteryCoder456 on 2021/09/21 06:52

Made some good progress yesterday while juggling school work and PyWeek.


I've made a main character with a state machine and animations. Also made three levels of platforms that the player will be able to jump up/down to to avoid enemies and traps, which will be added later. I think that making sound effects will be a little difficult, as I've never worked with SFX before. But hey there's a first time for everything.


I'm going to start working on a parallax background and enemies.

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The Grind Never Stops - Beginner Polish

Posted by Cragon2409 on 2021/09/21 05:54

I had a very productive session today.


I implemented a background first, in fitting with the theme, which can be viewed on my home page.

This background uses a turtle type approach (i didnt actually use turtle tho, because it's annoying with screen sizes and saving, so i remade a basic turtle in pygame myself). It starts from the centre, then goes forward a certain amount, and turn 91 degrees. The amount it goes forward increases each time, and the resulting shape is a spiral. By playing these images in a row with 2 degree differences in starting angle, it creates an effect that makes it look as if the background is constantly (or neverending-ly) spiralling into the centre screen.

Next I implemented some basic enemies. I made them as red cubes that constantly move toward the player, do damage when close enough, have invincibility frames of a 1/2 second, and an attack cooldown of a 1/2 second. The next thing i did was implement damage for these enemies, that when the player's sword comes into contact they take damage and get knocked into the air and in the direction away from the player, adding a nice bonus that if they fall off the map they die. They also die if they get hit enough times, and the border of their cube changes colour based on the invincibility frames.

The next thing i did was view ordering. I havent bothered to make the enemies not collide yet, but i can at least make them show in the correct order. In this isometric view you can sort drawing by y-x, lowest to highest, for the order, with an extra condition in this situation that falling enemies/player that is behind the map must be drawn before the map, and the rest drawn afterwards. I made a function to seperate all entities into two lists for these categorisations and in drawing order.

Then i made a main menu, with the buttons 'Play' (which i may change to continue to fit the theme more), 'Skills' and 'Blacksmith', adding a money counter, a level counter, an enemy kills/ enemy amount that shows when in round, and i plan to add an exp counter of some kind that will be used in the skills tab. I intend to give the player the ability to upgrade passive and active skills. Passive skills may be things like max health, movement speed, sword length, damage and so forth. Active may be things like a knockback 'burst' where all enemies around are knocked back , which i then implemented. An isometrically drawn circle shows the burst visually, and i plan to have some sort of icon indicating a cooldown when the ability is unlocked in the skills tab. Other active abilities could include a temporary shield, a temporary damage/health boost (beast mode lol), and maybe a full heal if its not OP.

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Infinikey - Plan

Posted by Matthgeek on 2021/09/21 02:52

As stated in the description, this game will involve pattern memorization combat. These patterns will repeat in such a way to keep with the "Neverending" theme of this challenge.


Today, the basic framework has been laid down. Pattern generation, game loops, and even some basic graphics have been implemented.


Next, the graphics will be refined and the player class will be fully implemented.  

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