March 2023 challenge: “In the shadows”

First pyweek! - I finished the gameplay!

Posted by TheGooose on 2023/03/30 23:55

I finished the gameplay for my infinite runner! Now I have some time to polish and all of that stuff!


A and D to move left and right, you have to dodge enemies while staying inside of a shadow.  

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The Shady Wood - Day 5

Posted by Lemonadehead on 2023/03/30 22:09

Made the game music for the main menu and for in-game. Listened to it on repeat and didn't hate it. That'll work for me!

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Slayer in the Shadows - Day 4: Merging Pain and Optimizations

Posted by Anonymous4045 on 2023/03/30 02:58

Today we (by which I mean mostly FieryIceStickie) spent most of the time trying to resolve merge conflicts. Two of our branches drifted so far apart that they were almost lost at sea...


Anyways, after that ordeal was cleaned up, we worked on optimization to reduce the amount of computations done each frame. This allows for us to scale up the game more and still have it be playable on most semi-modern hardware.


We're also starting to add in some sound effects to the enemies and GUI, such as an enemy alert sound and a button click sound. We'll add a lot more in the next few days.


As for tomorrow, we really need the finalized map block sprites. Once we have all of those, we'll start making lots of levels and create the combat system.

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Shadow Embiggener - Day 4 - minor refinements

Posted by Lanecrest on 2023/03/30 02:12

Tweaked some more of the game play, changed sprites a bit. The game still looks pretty crude and will probably be that way at the end of the challenge :)


I still want to try to work on making hit detection better/different, but as the week hits the half way point, I probably have less time to work on it in the coming days so even if this is as much as I did, I am pretty happy with what I learned during the challenge!

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Shadeshaper - Shadow casting implementation

Posted by ncrohawk on 2023/03/29 21:23

In order to create the shadows for the player to move through, I needed to implement a shadow casting algorithm. This video explained it quite well, implemented in C++. I decided to give it a shot, and although it took a while, I got there in the end. Overall I'm pretty happy with how it turned out, but I haven't figured out how to apply the final optimization step yet, I'm still working on it.

Below is a demonstration.

Shadow casting demonstration for Shadeshaper

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Shadow Parkour - Day 4: Resources

Posted by PyNon on 2023/03/29 15:05

We got our resources ready to rock the last 3 days.

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Shadow Embiggener - Day 3 - Just some refinement

Posted by Lanecrest on 2023/03/29 01:58

Optimized some of the code. Added a title screen and sound effects (just using built in arcade resources). Gamelay is basically finalized (a SHMUP). Most of the rest of the week will be spent around trying to optimize hit detection and making better sprites...maybe

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Slayer in the Shadows - Day 3: Enemy AI and Infinite Maps

Posted by Anonymous4045 on 2023/03/29 01:54

Today, we implemented some of the more technical bits of the enemy detecting and chasing after the player. We also switched from fixed size maps to infinite maps within Tiled, so level sizes can be however big we want.


We're also starting on designing map block assets so that we can develop all the levels.


Here's an example of the enemy detection system. It's a bit buggy, but when the enemy turns and sees the player, it goes after them:

Enemy detection system

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Phantasma's Dark House Simulator - End of day 2-3 Update: Game laid out on "paper". Coding next

Posted by Phantasma on 2023/03/28 23:32

The next few upcoming updates will be In game screenshots. I've decided on a simple point and click horror game. The last 4 days will be committed to coding, testing and wrapping up for release.

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Shadow Parkour - Day 3: More music, planning and the new repo

Posted by PyNon on 2023/03/28 15:46

We developed all the required music, planned our sprites and started developing on our new repo. ~~I don’t think we’re gonna make it~~

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