September 2007 challenge: “Twisted”
kiba - Operation Panic Begin!
Posted by kiba on 2007/09/05 01:03

I made some progress with my game. I only got to loading the title screen and then the background but did have a basic class for Player. I hope to see enemy and player moving and shooting by tomorrow. In the end, I made huge progress compared to yesterday.
Time to code more. Oh yeah, unlike some of you guys, I got school tomorrow.
Disk Field - Day #3
Posted by Tigga on 2007/09/05 00:08
More levels again. Also a nice funky title screen. I haven't uploaded a file 'cos the one up here at the moment is fairly recent.
In other news, I'm having problems with py2exe again. It seems to disagree with the PyOpenGL call glGenTextures, something I really quite need (so that I can... you guessed it, generate textures!). It might be a result of some slightly hacky things I did to get numpy working, but I don't think so. I'll have another go tomorrow morning when I'm fresh. Might just delete the whole py2exe directory and reapply the numpy fixes to see if that works.
Rochester Vikings - Twisted Life Version 0.6.1
Posted by paulreiners on 2007/09/04 23:35
randomDev - Day three
Posted by Samiljan on 2007/09/04 23:29
Our modeler took the day off from work and made a nice character model. I just hope the others can texture and animate it just as good.
Our "musician" has made a simple tune he will build upon.
I have continued to develop the pipe-generator and started to integrate ODE.
We've also tested running on Linux, it worked just fine.
Wound Up! - Day three
Posted by Martin on 2007/09/04 22:45
Twisted River Community - Twisted River Community - First Playable Revision
Posted by Alya on 2007/09/04 22:39
I've decided to go with a city-builder game in pygame.draw this time. Twisted was my least favorite theme for that. :-/
In the game, you settle a city on a twisted river (which likes to get in the way of city planning :-)). At the moment, your villagers will construct buildings, gather wood and food, eat and hang around their houses when they've nothing to do.
Eventually, I hope to have a campaign of scenarios in which you need to fulfill the wishes of a twisted god.
What I did so far:
Day 1 was mostly about implementing UI stuff and the basic map and building model.
Day 2 was villagers, AI, jobs and resources, making the town coming alive.
Today, I extended the villagers and buildings, put in construction jobs and an UI to place buildings. I also wrote a short tutorial scenario for the stuff that's in so far.
That means, this revision is kinda playable now :-)
There's still a lot missing. On the todo list are:
- A happiness system
- A better needs system
- Resting and socializing
- More buildings and resources
- UI views for buildings and resources
- UI to control who does what jobs
- Extensions to the UI view for people
- A menu, saving, loading
- Tutorial for all of the above
- A small campaign
- A free play scenario
I have no clue how much of that I'll manage to put in...
The Unexpected - Twisted TV - fairly simple processes
Posted by Marlow on 2007/09/04 21:53
Tuesday: Went to the office and worked hard, but unfortunately not on my game. Kept thinking that there had to be a simpler way of implementing coroutines.
Returned home in the evening and improved my code by taking things out, resulting in fsp.py - Fairly Simple Processes.
It means that I can write multitasking code like this, hopefully simplifying the logic a bit. It's all part of a wild and wacky experiment based on reading a few articles about Erlang.
from fsp import spawn, run def producer(consumers): while True: yield True for consumer in consumers: consumer.send(me) def consumer(): while True: yield wait() msg = recv() print me, msg c = spawn(consumer) for i in xrange(10): spawn(producer, (c,)) run()
Next: Re-integrate sprite stuff.
Galvinball! - Starting day 3
Posted by roberto on 2007/09/04 20:43
I'm back home from work, day 3 starts. Today I want to (1) add AI, (2) better graphics (3) collision detection using sprites. Let's see how it goes.
The game of Allefant - Day 3
Posted by allefant on 2007/09/04 19:36

As for the game, I got spatial hashing working, so I could make levels now as big as I want without a performance hit. Next will be moving objects (platforms, enemies), interaction (switches, enemies, NPCs).. actually, I should first make an editor and as goal to collect something and reach the exit, after I manage that I should think about the stuff I just said :)
Team Skalle - Update
Posted by Skalle on 2007/09/04 18:41