September 2007 challenge: “Twisted”
Hole in the Head Studios - We might have lost our minds... - day 2,5: over
Posted by RB[0] on 2007/09/04 06:06
But we made up some ground today, bjorn got back earlier, and we hit the code pretty hard :)
No new screenies, but tomorrow should see some new tiles, buildings and units moving around, as well as some music implemented, and the start of the in-game gui :D
Another day like this and we'll be back on schedule.
Time for some sleep though now :)
ceronman - Got a name: "Twist'em All!"
Posted by ceronman on 2007/09/04 04:54
Twisted Caverns - First Day
Posted by ArmchairArmada on 2007/09/04 04:50
I have known about PyWeek for a few years, but this is the first time I have decided to participate. Although I have experience with C++ programming, this is the first larger scale Python project that I am attempting.
My first day began on Monday, so I missed a full days worth of work. However, today I was able to accomplish a fair amount. I have the start of a basic PyGame/pyOpenGL game engine.
There may already exist an OpenGL based game library, but I decided to try to bang out the basics of what I need.
At the moment the program can:
- Create the window
- Load and manage textures
- Animate and draw sprites
- Use a simple scene node hierarchy for rotating, translating, and managing child objects
Tomorrow I plan on working on the following:
- Object/Object collision detection
- Object/bitmask collision
- Collision with rotating bitmasks (actually, it will be implemented so that the bitmask will stay stationary while the gravity vector rotates)
- Creating surface normals from bitmasks (these may be precompiled into an array)
Some future work that needs to be done includes:
- Parsing XML based levels
- Player controls
- An object interaction system
- Menus and displays
- Sound and Music
Angels Fall First - pre-alpha tech demo
Posted by LegionDD on 2007/09/04 04:41
7 Zombies - Twisted Zombies
Posted by JuanjoConti on 2007/09/04 04:22
Some of us have never use pygame, some others have even never use python, anyway: We are having fun!
Next post: a screenshot of our Twisted Zombies!
Dreaming MIrror Games - Can't Sleep
Posted by Neppord on 2007/09/04 03:22
I can't sleep. Why? I don't know! But what i do know is that i will not be able to finish this game with all the work load alone. not this week at least.
So what to do? Abandon my holy quest? Not me! The hours I have been laying on my bed trying to sleep has not been in vain. I come up with a new game idea. This one don't need any heavy collision detection, which was the problem with my old one.
The new game name gonna be "Twist'n Boost", a race game in a tunnel which you almost not fit into which is twisting a lot. You control the rotation of the craft and the angel between its wings/wheels. When you think you can handle it use the boost to win some time. The boost maybe will reward in some other way to in the end ver.
pyBreakout - Day Two Shot to Heck
Posted by Gauss on 2007/09/04 03:12
Enough with the excuses, right? People are laboring under worse handicaps than mine, and I deserve only scorn and humiliation (and rum. Lots of rum).
Goal for Tomorrow: Implement a class, any class. Secondary objective is a rough implementation of All classes. They should fall like dominoes once I get going (har de har har).
Galvinball! - PyWeek day 2
Posted by roberto on 2007/09/04 02:22
Well, the second day of PyWeek is over (for me, at last) and I have a barely working prototype; here's the obligatory screenshot:
The game is called Galvinball! and the rules are simple: you play against the computer and whoever reaches the ball first wins. But! This is a game inspired by the famous Calvinball, so you can make rules as you play. Just write WHOEVER IS CLOSE TO TREE FLIES and it'll happen!
I created a small DSL that parses rules, splitting them in "targets" (WHOEVER IS, EVERYONE, etc.), "filters" (CLOSE TO *, FAR FROM *, OVER *, TOUCHING *) and "actions" (FLIES, WALKS OVER WATER, MOVE FAST/SLOW, etc.) and applying them to the objects in the game. Actually the game starts with the simple rule WHOEVER IS OVER BALL WINS, and new rules can be added at anytime.
The core functionality of the game is very simple: a random map with trees, water, walls, etc. The fun comes from exteding the DSL to allow rules like ALL TREES CLOSE TO PLAYER MOVE or WHOEVER IS CLOSE TO TREE DESTROY WALLS.
kiba - Code working
Posted by kiba on 2007/09/04 02:14
But still, I did some work on my Twisted Shootout game. I got some vague idea on how to do twisting landscape.
I waste too much time today. I won't be able to finish the game at this rate.
Rochester Vikings - Twisted Life 0.6.0 done
Posted by paulreiners on 2007/09/04 00:02