September 2022 challenge: “The Red Planet”

Escape Velocity - Day 2

Posted by Anonymous4045 on 2022/09/06 02:27

Today I was somewhat productive. I solved the collision issue I had yesterday (mostly by ignoring it and hoping it doesn't happen again) and implemented the physics-y stuff that controls the player's movement. I also made a player sprite that looks decent, I'll probably change parts of it later though. Tomorrow the main thing I need to implement is fuel and refueling on the landing pads.

To-Do:
- Create fuel mechanics to limit the time the player can be in the air for
- Create one big map that the player needs to reach the end of
- Add send off rocket to end the game
- Add flame animations on the player's rover when it's moving
- Add a starter/play menu with a cool image
- Add some sound effects
- Make and add music
- Create a tutorial
- Package and post
Basic movement demo

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Non-Infringing Demons-On-Mars Shooter - Oops!

Posted by schilcote on 2022/09/05 23:16

I was wondering when PyWeek was going to start... just to look at the site and see it started yesterday! Every PyWeek I set out to make a super-ambitious game that will take way too long to make, just to see how far I can get. I'm working pretty hard at the day-job this week though - so I think I'll go for something really small and simple.


"Red Planet" makes me think of Doom - maybe a top-down shooter set on a Mars base? It also makes me think of the movie Red Planet - that had a scout robot that turned evil and killed all the astronauts. Maybe work that in somehow. 


It should make the physics trivial if I use 32x32 pixel tiles (maybe hexes?) that are just marked solid or not-solid. I'm surprised to see there aren't any really solid libraries that implement the "wave function collapse" level generation algorithm in Python - there's this, which just barely meets the standards for PyWeek - if I can get it to work that'll save me some time, if not I'll just use the Growing Tree maze algorithm. This one seems more appropriate for a game but the rules technically don't allow it since the readme.md doesn't link to the docs.


Making a guy who moves around should be simple, making some enemies with dumb AI should be simple, getting them to shoot each other should be simple, slap a scoring system on top of that and you have a game. Should be able to knock that out with the rest of today and a few evenings after, he said overconfidently.

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The Blood Planet - Days 1-2: Just the beginning

Posted by ItsHimReally on 2022/09/05 21:33

Hi all! During the development process, we remembered that it would be better to keep our game development diary. And now we will talk about how we organized and what we did during these 2 days of the competition.

Day 1: Start and choose game genre

When we woke up with a ping @everyone that PyWeek 34 had started with the Red Planet theme, we were immediately elated as it was exactly what we expected. We split up our team right away. Someone programmed, and someone started to write design documents and think over the concept of the game. Together with the whole team, after spending a whole day discussing the topic, we came to the conclusion that we would make a platformer with puzzle elements in the style of pixel art. We assigned tasks and immediately started working on them.

Day 2: Start of development

Having returned home, we immediately began to do the tasks that we had distributed the previous day. Designers drew some characters, some level designs, picked up musical accompaniment according to the theme of the game and design documents, decided on the name. The developers also started to have their first successes — we coded the "architecture" of the game, where we made some tasks easier for ourselves, however, in tests this architecture stopped working. The game itself has not yet been created, and we understand that at the moment we are very late, however, this is our first competition, and we are sure that we will definitely solve the problems with the development of the game.

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AM2i9 - Day 2 of using Arcade

Posted by AM2i9 on 2022/09/05 19:18

This is my first time using the arcade library, so it was a little bit of a slow start, trying to figure out that structure vs. pygame. But it's actually pretty simple, and I got it down pretty easily. The first day I spent making some assets for my game in Krita, and making a basic map in Tiled that I can use to test and create the rest of the mechanics in my game.


Today, I started to play around with pathfinding. The "lemmings" in my game need to pathfind their way from the Start point on the map, to the End point, and that path needs to be regenerated if the player blocks off or changes states of things on the map. Currently, it works for finding a way to the end, but the problem is that the pathing is too smart. Lemmings need to be dumb, and not look like their following a line, like they currently do.

lemmings being line following robots

I currently have two things I want to implement to fix this:

1. Changing where the path is generated from.

The path generation method of my game generates the path assuming that the lemming is at the start point of the level. Then, when it's regenerated, each lemming finds it's closet point on the new path, and only uses the points of the path from there. The problem with this is that when a path is regenerated, it sometimes will end up farther away from the lemming than expected, and it will move weirdly to get to it. The other problem being that if a lemming gets trapped behind, let's say, a wall, and it's closest point is on the other side of that wall, it will phase through the wall to get to it, which I don't want. So, I plan to make the path regenerate from the lemming that is furthest along the previous path. By doing this, then adding on the new path to the old path, I can make it look like the other lemmings are just playing follow the leader.

2. Allowing lemmings to follow multiple paths.

Currently, for performance, there is a single path that is generated that lemmings can take. However, if they are behind a wall that the player places, and the path changes, they will phase through the wall, no longer following their shortest path, but the shortest path of the others. I need to make some way for a lemming to determine if it should follow the new path, or continue of it's old path.

Lemmings phasing through walls

Once I get most of this flushed out, and I get the rest of the little mechanics working, I can start making more levels in Tiled. My plan is to be able to make most of the levels from there, instead of the way I did it last PyWeek, where I made each level using code.

This is also my first time making a Diary entry. This was mostly because I wanted to write this stuff down somewhere. :)

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Krunked Aliens - Movement

Posted by Luke8414 on 2022/09/05 19:05

Today, we got the script so that we have a window with a spaceship that moves when you press the a and d keys! 

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BeatSpace - Day 2

Posted by ProfessorCode on 2022/09/05 18:59

I ran into a couple of issues. It wasn't great but I found a workaround. I managed to make some kind of a prototype. The core mechanic is still not perfect. I am having trouble with finding a way to control the duration of time for each beat. Right now, it's too short so it is really difficult to actually hit the keys on time. I am going to be trying something different tomorrow. I have to admit that this wasn't my most productive day. Hopefully, I can pick up my slack now.

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Planete Encore - Score

Posted by Astrofra on 2022/09/05 18:55

Tonight I felt too tired to do anything more than adding a score :D
Next assignment : have the camera to follow the hero...


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Resupply - Monday

Posted by yarolig on 2022/09/05 16:58

I writed pyglet "hello world". Added font and image loading. And text of the main menu.


I asked Stable Diffusion for a statue of Lenin on the surface of mars...

Well this image is too red!


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turmion - finishing the mechanics

Posted by pax on 2022/09/05 15:37

I'm finishing the mechanics today. I've to start thinking about the story, and the enemies...

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Golferjoe - day 1

Posted by golferniko on 2022/09/05 11:06

Currently its a mess
we have a story (kind of), i made a bad first level map and im trying to fix python on my broken arch setup.
I am aiming to make 2 levels today, but i will not push myself.

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