March 2025 challenge: “Downstream”
Riverborn - Day 2
Posted by mauve on 2025/03/25 10:01
It looks pretty good in a screenshot but better in a video.
DownStream - Day 2
Posted by Anders on 2025/03/25 00:25
Catfish Escape - Day 1-2
Posted by regarrzo on 2025/03/25 00:00

Phantasma's Downstream Fishing - Day 1-2 Diary Entry: Getting back into it
Posted by Phantasma on 2025/03/24 21:08
More stuff to show later on.
All I can think of for this PyWeek jam is fishing...
The Current of Time - ときのながれ (Tokinonagare) - Day 2 - Making Visual Assets
Posted by KNKWasTaken on 2025/03/24 17:24
Art is an illusion.Made several assets for the game today. Made while thinking the mechanics of the game. Individually, they won't make much sense even if you try your best, but they will be part of a cool end product.
There were certainly distractions, but did end up making a decent amount of items.



Riverborn - Day 1
Posted by mauve on 2025/03/24 09:23
But I wanted to write shaders and pygfx has an API for that but it's obscure and barely documented. ChatGPT is barely spitting out correct pygfx code - it doesn't know it very well. Nor do I. I found ChatGPT and Copilot are pretty good at spitting out moderngl + numpy code. All programming is now AI pair programming so I went with what my AI pair programmer was comfortable with and switched to moderngl.
The next thing I tried was to get o3-mini-high to produce a bunch of separate graphics demos that I can then refactor into a whole. First the classic 2D ripples algorithm. This was everywhere in the naughties but this version is on the GPU:
This took a lot of debugging though: the AI didn't store a velocity component, and I manually added one but didn't spot some code that reallocated a texture to only have one component.
Then I got it to do a water plane with cube map and Fresnel. The input is a heightmap which should pair with the ripples code.
After a lot of refactoring of the demo code I finally got the water and the terrain, with transparency based on screenspace depth. The AI got me in the ballpark but then started to offer changes at random, so I got it over the line manually.
DownStream - Day 1 - Downstream
Posted by Anders on 2025/03/23 21:53
The theme inspired me right away as it reminded me of a recurring dream I had a few years ago while working on a particular engineering task at work.
I spent most of today planning out the game and how I will approach incremental development (so I have something to ship if my more complex game ideas don’t work out). While I plan to mostly use the free resources I bookmarked today for the artwork, I’m also going to make an attempt at some of the art myself
Looking forward to playing all the games!
Drifty Ducky - First day
Posted by Spears Dracona on 2025/03/23 20:43
Right now, I have a duck that can move around and stops at the edges of the river. I also have it scaling up and keeping my pixels nice and crisp. That's VERY important.
I'm starting to get back into the swing of things. I think it will go a little quicker from here on out.
PacificDrain - Sunday
Posted by yarolig on 2025/03/23 16:15
But it is too retro IMNHO. It supports a limited set of colors and fixed tile size. And the editor works at 30 fps (this is easy to fix, will send them PR next week). And the game works only at 109 fps in non-web version (going to send an issue next week).
I writed some UI code... I have been thinking all day and now I have some ideas about the game's plot.
The Current of Time - ときのながれ (Tokinonagare) - Day 1 - A new story.
Posted by KNKWasTaken on 2025/03/23 15:14
A new story and a new title.The assets will be started from tomorrow.
The Current of Time' or 「ときのながれ」in Japanese is chosen as the name of the game.
Huge amount of actual image is blurted out to not leak spoilers for players.
