March 2008 challenge: “Robot”
Flat Bot - 3 days, 20 hours, 48 minutes to go
Posted by richard on 2008/04/02 03:18
I'm only working on my game during my commute and after hours. And when I say "game" I mean "some toy that's not a game because I don't actually have a game idea yet" :)
I've been coming to terms with the Cocos way of doing things. This is fun, because the Cocos developers are actively developing it under me :)
X-25 Unplugged - Hitting a bug
Posted by dmoisset on 2008/04/02 03:02
PrintStar Zero - A New Text Adventure
Posted by PrintStar on 2008/04/02 03:00
I have a lot of the game logic complete, but it's mostly the basic text adventure stuff (movement, inventory and object handling). I still need to create the game and write the logic for non-player characters and object interactions. The whole game is stored in an sqlite database.
I think I'm also going to include a walkthrough for people who want to play through the game, but don't want to invest the time. Seem reasonable?
Sea War - People Icon
Posted by milker on 2008/04/02 02:57
This is the people icon, that show player how many robot is alive.
Neither Sharks Nor Shoals - Finally, some progress
Posted by Popcorn on 2008/04/02 02:12
I finally started working on my game (Yes, on day three. Shut up), now that I've got an idea in mind.
My game is a courtroom adventure, where a robot is accused of breaking one of his Prime Directives. So far I've been working on the script, and done a little work writing some code to parse my simple text format. (Mainly so I can have it complain when I forget to write one of the conversation paths)
The game is essentially text with some icons, so I haven't yet decided on the format. I'm thinking of doing a pygame-based "chatroom" system, but I could just as easily render it to HTML. Not sure if that really counts as a python game, since I'd just be using it to convert a script to html, which is then played.
Texas State University - San Marcos - Brainstorm session
Posted by cheeseballoon on 2008/04/02 02:05
On Sunday we did a bit of brainstorming at Luke's messy apartment. We came up with some good ideas for a strategic platformer, which involves--you guessed it--robots. We'll see what comes of this in days to come.
-Spence
Army of Aerojockey V - Can't do it
Posted by aerojockey on 2008/04/02 00:49
Robot Insurrection - Initial Progress
Posted by hams on 2008/04/01 22:27
My plan is to make a simple top-down style shooter. No innovative gameplay or great original graphics, so please forgive me on that. I'm just hoping for something functional by then end of the week. I can already see quite a few people have some pretty amazing stuff
At first I thought I'd give some time to designing some nice code, but I only started messing with the pygame API a week before the contest so instead I just dove in and starting coding stuff.
My goals:- 1 Level
- 1 Hero with 8 rotatable positions and a graphic to match
- 3 Evil Robot sprites
- Hero has 2 weapons
- projectile
- beam
What I've go so far
- Basic hero sprite drawn on screen.
- The level constructed and rendered, which is walls and floor.
- The level also has markers or where to put the robots and hero.
- The hero moves around on screen and the screen follows with the hero centered.
What I'm working on
- Collision detection of hero with walls.
- I'm having difficulty moving the hero back to the correct position after a collision.
Robot + You - Puzzle Engine Practically Complete! (Screenshots)
Posted by bbrunner on 2008/04/01 22:11
The robot also has a new ability. You can now use it to push objects that are level to your character and in a direct line of sight. Yea, it's simple beyond simple but hey, I'll take my victories where I can get them. I'm trying to find some creative uses for this ability, and I've come up with a few good ones.
I've also got screenshots!
Debug Level 1
Debug Level 2
The resolution is low. Yea, I know. I'm lazy and on top of that I'm miserable with graphics. If I get done early, maybe I'll pretty things up and double the resolution.
Oh, and if you're wondering about the hammer and sickle, well, I'm probably going to go with some sort of Soviet theme (I've actually toyed with the idea of sub-titling the thing "Great Soviet project for make better human-robot symbiosis in order to being of used for make magnificent army of the motherland", but I'm fearing that might be too much stupid and not enough just plain ridiculous). So yea, anyways, it seemed that it would be a fitting background for the debug levels.
And as far as combat goes, I'm probably just going to give the puzzle solving abilities offensive capabilities. That way I'll be able to have more time to refine the engine and create as many puzzles as possible.
C.A.T.:B.O.T. - Cat Academy of Technology: Beyond ODS' Techdog - Day 3 - first elements of gameplay added
Posted by Zahmekoses on 2008/04/01 21:25
Serval was able to implement level loading today and currently struggles with implementing different functions behind different fields, while I created some new images. From what it looks now we are performing well and it might be that we will finish this game within the challenge - but we should not overrate our current performance ;)
*was not able to prevent himself from (again) adding C.A.T.B.O.T. to his post* - let's just call it a compensation for our todays missing screenshot, k?