April 2007 challenge: “The only way is up”

Team Zankar II - The Revenge - Day N

Posted by atiaxi on 2007/04/05 01:46

I forget what day this is. Combat's complete, more or less. Enemies vanish when they die, and there's no clue you're fighting except for the HP drain, but that's fancy stuff that can wait for later while I work on core functionality. I've also got an inventory screen and the ability to equip weapons. Tomorrow: Loot, health potions.

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PyBlockTower - Back on track?

Posted by Tigga on 2007/04/05 00:32

So, 1.5 days after scrapping my last idea, I'm (perhaps) back on track.

I've uploaded a toy. Build a tower (point and click). Have the tower fall over. There is wind to blow it over, as well as what you would expect - watch the clouds.

Tomorrow's (and probably Friday's) plan is to add some gamey type things. Most objectives will probably revolve around building a tower of a certain height, and having it stand above that height for a certain time, with a limit on the total amount of blocks available.

After that it's options and optimizations.

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Dam Builder - end of day 4

Posted by faassen on 2007/04/05 00:28

End of day 4! A lot of progress was made, but there's still endless amount of work to be done too. Oh no! First some screenshot goodness:

This is starting to look a lot nicer. It has a lot of work done underneath. Among many other things:

  • Many more animations were made and integrated
  • pictures of materials were made and are shown in the game now.
  • leaks show a lot more prettily
  • the screen now scrolls around the beaver
  • the beaver can build up the dam
  • the beaver can fix leaks in the dam with a material of choice.
  • we have the beginnings of a HUD display

Tomorrow we have to focus on integrating the last major gameplay elements and then we can start the endless tweaking of the game.

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Woody Tigerbaum's Interplanetary Package Delivery (Big Dice Games - PW4) - Memories

Posted by tsmaster on 2007/04/04 23:42

After seeing my title screen working for a while, I was reminded of this title screen from my early RPG days.

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Dashman DX - New demo. Now with animations!

Posted by buffi on 2007/04/04 22:33

New demo!
Controls are still the same as the last demo.

Controls
* Left/Right arrow = move left/right
* Up arrow = Jump
* Spacebar = Dash

When walking, use dash to get a speedboost in that direction.

When jumping against a wall you can press Spacebar to walljump in the other direction

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Fluffy Menace - Richard's Day 4

Posted by richard on 2007/04/04 22:08

Got a little bit done yesterday. Unfortunately for my team the business of getting the new job has distracted me quite significantly :(

That's all done now - the contract was signed yesterday. The new company took me out for drinks (and hence my productivity took a further dive for the day). But I still managed to get a few things done.

Importantly I got basic item pickup going and the status displays for indicating item collection. That's most of the way towards the goal of the game. There's a whole lot of additional gameplay that needs to be implemented.

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The Villainy of Cat Food Inc. - Day 4 - Approaching the End

Posted by Zahmekoses on 2007/04/04 21:23

Another day passed and we have made some major achievements.

Code had the most progress today:
- The AI script is working just the way we wanted to have it... It works even better and created some interesting events we did not expect - but these just fitted :)
- Game Over Screen appears when Johnny or Evilguy get hold of you - splendid! :D
- A small scripted sequence now occurs at every level start
- Some corrections were made to improve/sort the code - mainly for better access... I think... Well, Serval assured me that this was done... I'll just believe her ;)

Art/Graphic progressed, but not as aspired:
- Scenery for Outro was generated
- The Character Johnny and Evilguy were drawn (both looking the same).
- ...

I also used some of my time today to search some soundfiles (from the databases listed on the pygame-resources page) we will use - Fortunately, we found all we need, so we just need to implement them.


Our remaining To-Do's for our last PyWeek Day tomorrow:
- Creating a second Chara-Set for Evilguy, so the player is able to tell the difference between Johnny and Evilguy
- Implementing Sound-Files
- Implementing new Chara-Graphic-Sets for Johnny and Evilguy
- Creating a larger transparent image for the outro (quite important)
- Implementing the Outro-Images and Scripting the whole Outro-Sequence (also important)
- Implementing the Title-Screen (still important)
- Creating some images where parts of the story will be told, we are not covering with the game we will send in for this challenge... We will cover those Story-Parts in a later version with an real intro and a real cutscene - that's for sure!
- (Maybe) creating another level (lowest priority)
- Creating some Credits
- Fiddling the whole package into the PyWeek Skellington
- Submitting the latest version as Final version
- Heading off into the Easter Holidays


We would finish - If we would have one or two more days ;o)

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DarkVoid Productions - Day 4 - time is moving fast

Posted by Darky on 2007/04/04 20:29

It's allready day 4 and we haven't made much progress and it is getting late so let me sum up what has happened the last 2 days.
Day 3:
  • I thought it would be a nice idea having a scrolling landscape (bad idea)
  • I realised I didn't know arse about implementing a scrolling landscape
  • After 3 hours of fruitless attempts at implementing a scrolling landscape I give up and save it for the next day (bad idea again)
    Day 4:
  • I start by thinking of my different alternatives of how to get a scrolling landscape up
  • I start by trying with phil's pygame utilities (pgu)
  • After another 2-3 hours of fruitless attempts I give up the idea and realise I've just wasted 2 days on nothing while I could have been working on more essential parts of the game (eg. like the dwarf class)
    So now we're going for a big map and many levels. So far I've got the map part up and it's working nicely.
    Hopefully the remaining 2-3 days (depending on how you see it and where you live) will be better spent.
    ohh, and I've uploaded a screenshot of the game (it's not great, but heeey, I did it in the middle of the night and I was tired and should probably have sleept!). I wonder how you guys take such good screen shots..
    Anywas enough with my ramblings, it's time to go to bed...
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    Twenty Thousand Leagues under the Sea - Nautilus is implemented

    Posted by allefant on 2007/04/04 18:40

    Well, still all I have is the nautilus, but this time it's an actual screenshot :)

    Not much works, basically an OpenGL window which displays a deformed sphere.. but, I also have controls done (using quaternions), and three gauges (compass, incline, horizon) - the horizon I already knew how to make, it would have taken all day otherwise.

    Next I need a 3d tilemap, where each cube has one of 6 water flow direction.. and the game will be about guiding the ship up before air runs out. The end of each level will be an air tank, and the surface for the last.

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    Dashman DX - Yay! Walkcycle stick-man-thingie pic!

    Posted by buffi on 2007/04/04 18:29


    Took me too long...
    I really shouldn't do graphics

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