April 2007 challenge: “The only way is up”
[HUN]Mindless Game Studio - Sky Journey final
Posted by kukkerman on 2007/04/07 17:47
MonkeyCow - w00t! Done!
Posted by Jerry on 2007/04/07 17:17
We are finally done our first PyWeek entry. This also marks the first time we have ever used pygame. Even thought we didn't finish the game, we at least have something that moves pixels on the screen. w00t! For the next PyWeek we'll probably have a much better idea of what to expect, and a better idea of how far we can get in a week's time.
Thanks to Richard for organizing this competition! It's amazing that something like this exists on the internet. Thanks also to Richard for making the Skellington - it makes doing submissions for a newbie like me much less stressful.
Also, thanks to Wes for doing the birds, the clouds and Sammy the Squirrel in the game. I've worked beside him for quite a while and never clued into his drawing talents until this week. Thanks!
Thanks to Mike for his written-in-a-drunken-stupor bird code. It made including the birds last night much easier.
Thanks to Windex for his inspiration with the game concept and many, many other ideas before this week started. Next time, don't leave for Las Vegas on Monday night. :)
Over and out.
Hectic Game Development - Final submission
Posted by Hectigo on 2007/04/07 16:05
PyClimb - The Final Countdown!
Posted by wegstar on 2007/04/07 15:57
Well, I've got only a few hours left to work on the game. And I've decided to make an impressive looking menu and opening screen, which will hopefully give a good first impression...
The is one of the backgrounds for the menu: Background for MenuTeam Quicksilver - Ohh, yeah!
Posted by RB[0] on 2007/04/07 13:44
I'm taking a break to eat and wake up now, see you on irc when I get back!
Fluffy Menace - Days 6 and 7
Posted by richard on 2007/04/07 13:41
I spent most of today finishing off the core gameplay stuff (baddies, winning, losing, some FX for picking things up, some more level design). Mostly I was fixing bugs, and I think I've gotten the worst of them (notice I don't even consider saying I got "all" of them ;)
I've uploaded our "final" release, which may be revised overnight by the other guys so there might be another upload tomorrow.
I'm pretty happy with how things turned out. From the README:
On a programming note, this game has some interesting features. The landscape is generated from a pixmap (see lvl/one*.png or one.xcf for the complete overview). The pixmap is examined and turned into a series of cubic bezier curves, rendered partly by OpenGL (the solid bits) and partly by hand (the line bits). I also used curves to render the trees and clouds. Run lib/cloud.py and lib/tree.py for some examples (hitting SPACE to regenerate). Unfortunately the curved landscape was a pain to work with and there's some collision glitches (and probably bugs, but nothing I've run into lately). The game concept is two-fold: 1. hyper-evolution up from a lowly worm to some form more suitable for a given environment, and 2. mostly free-form exploration of a large, interesting playing world. The latter didn't really work in the final submission for PyWeek because time constraints meant we couldn't construct that large, interesting world. Just a large one. We had intended to have NPCs to talk to (and bribe with the money you find in order to locate more items around the world). There's also clearly scope for more skill-based challenges and so on. The code and the design discussion is available at: http://code.google.com/p/fluffymenace/ There's some dev switches on the command-line: -nomusic -nointro And in-game you can hit "d" to pause simulation and hit "s" to step. UNIMPLEMENTED: - better level design - baddies that move - flying and swimming baddies KNOWN BUGS: - none that we're aware of! IMPROVEMENTS ON THE TABLE - reduce the number of line segments in landscape - use ARB_occlusion_query if it's available for flying collision - background for sky - we can vary friction on ground to allow sliding but don't use it
PROBE - T minus 10 hours 26 minutes
Posted by gcewing on 2007/04/07 13:35
Team Zankar II - The Revenge - Please help make sure this works
Posted by atiaxi on 2007/04/07 13:22
I just uploaded what I have so far of my game. You have infinite health potions, so it's not really a challenge, but still. If anyone's not busy (ha ha) I'd just like to see if it works on your systems.
My list from the last entry, modified to indicate what I've accomplished:
- Keyboard buttons activate on-screen buttons, rather than just the mouse - DONE
- Random dungeon generation - DONE
- Non-monster sprites - DONE
- Stairs up - DONE
- Activity log (i.e. hits, misses, etc) - DONE
- Spawning monsters - DONE
- More variety of items
- PC can drop inventory items - DONE
- PC can pick things up - DONE
- More than 10 items in inventory should be accessible
- Filling rooms with random treasure
- Monsters drop loot
- Game over screen - DONE
- Save game - DONE
- Load Game - DONE
- Character Creation Screen
Dam Builder - uploaded test source version
Posted by faassen on 2007/04/07 13:00
I've just uploaded dambuilder 0.9, a first source version of Dambuilder. See its included INSTALL.txt for requirements.
Next I will upload a Windows version. Then after a bit more play testing, I will upload final versions.
Career - Finished
Posted by fidlej on 2007/04/07 11:55
I don't have a plan how to extend it further.