March 2008 challenge: “Robot”

Even Robots have Bad Dreams - Robot Challenge!

Posted by Tee on 2008/03/30 23:22

I challenge you to name as much famous games as you can that has robots in it. :)

I'll start off with some old ones: Mega Man, Sonic the Hedgehog, pretty much every Final Fantasy, Chrono Trigger, Battletoads, TMNT (those pesky things with that shocking whip thing). I know there's a lot more, but I'll let you continue. :)

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NanoBot - Hurrah! Tennis Graphics!

Posted by pymike on 2008/03/30 23:11

Yay! I finished some Tennis graphics for my RoboTennis game! Hopefully the tennis game will play like Super Tennis on the SNES, or maybe you'll "charge" up like in MarioTennis. It all depends on how much time I have to finish it. I'm also working on a team entry with Geometrian and Satanas, so I won't be able to spend the whole week on this entry. Now to make Mr. Robo face down, and start some code :)

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Make Me - Day 1: tiles n maps

Posted by alex on 2008/03/30 22:56

Clearly we're making an FPS ;-)

Not shown is the neato map editor that opens a new window (thanks, pyglet!) at the touch of a key. Most of the afternoon was spent trying different approaches for collision detection and response until it felt right and had no glitches.

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RoboFusion - Finally, an idea

Posted by Cthulhu32 on 2008/03/30 22:42

So the description of my project describes it, RoboFusion will be a game with some game elements from multiple games I've played that I've really enjoyed.

Climbing robot is sort of a Ninja Gaiden awesomeness, might give that character a sword or something?

The anti-gravity idea comes from Metal Storm and Kid Dracula. There was also a GBC game that uses the same mechanic, but its such a cool idea!

The runner is sort of an older idea, but instead of having a constant forward accel, the runner will act more like N+ where you start slower and speed up really fast. I guess Super Metroid could be a good comparison.

Finally, the fire-power robot will just shoot a stupid amount of crap at the enemies. Maybe a laser beam or some kinda cool crap. Some particle effects or something? Who knows.

So tonight the goal is to make a level editor (I think Idle said to do that first :D ) Get some basics down, make some base classes, possibly get some art together, we shall shee.

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10 Roboticists from Santa Fe - The day of the robot

Posted by JuanjoConti on 2008/03/30 22:32

Hi ppl, this was our first day of codig and drawing. We spend 8 hours and was preatty good. We are using svn, mailing list and chat to organice the development. Greets!

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C.A.T.:B.O.T. - Cat Academy of Technology: Beyond ODS' Techdog - Day 1 - A new challenge begins

Posted by Zahmekoses on 2008/03/30 22:32

Again, it's finally PyWeek time! Robot's the theme that was chosen and we can live with that (though shuffle was our #1 candidate). We will stick to our original idea for this theme [and as far as it looks now, nobody else got the same idea as us - but well, robot ist a veeeery general theme] and made some "little" progress today.. (despite that we did not come out of bed until around noon)

Art: Interface with a lot of buttons and some tiles.
Code: A lot of functions that will later be linked to the buttons were created by Serval - she also started to get this "apathic" look of a zombie programmer again o.o. She currently struggles with a subroutine we wanted to add - seems to make more problems than previously expected.

It does not seem to be a lot, but it is quite a good start - especially as the interface will be the thing the player will see all the time. Nevertheless, there are still a lot of things to do..

ToDo - Art:
- A lot of ground/item tiles which will be used for the level design
- some additional buttons (about 4-6)
- One Splash-Screen
- Title-Screen
- multiple images of various things in various sizes (very vague expression here, beware!)
- Ohter things not captured by the above

ToDo - Code:
- Implementing drawn interface and buttons
- Creating/Improving functions linked to the buttons
- Creating the level-loading routine
- Creating routines to check for level conditions etc.
- A lot more I can't think of.

ToDo - Other:

- Music (?)
- Sound
- Story/Dialogues
- Levels [minimum: 4-5, aspired: 13-15]


So... that's it for a first day in the new PyWeek challenge - a rather calm start and from what are the looks now, we probably will get a decent game done until the challenge ends - if it will be the whole game as planned is hard to tell, but it nevertheless will (hopefully) be enjoyable to play.

Good night and have fun in this competition! - And hopefully there are some more screenshots from your games available tomorrow [if possible more descriptive ones than our screenshot ;)].

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Chain of Command - Good First Day

Posted by ajhager on 2008/03/30 22:25

The day is not over just yet, but I have made my goals so far. Other than finishing up some collision code, the core game is complete. Now I will get to spend the rest of the week adding menus, proper art, help files, levels, etc. I really wish pyglet had joystick support. :)

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Even Robots have Bad Dreams - A title, maybe?

Posted by Tee on 2008/03/30 21:43

So I think I have a title compatible with my idea. I like it, but if I find something better, I'm switching, of course. So far, not much work has been done on the code.

So, yeah... even robots have bad dreams.

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Armchair Armada - Slow Start

Posted by ArmchairArmada on 2008/03/30 21:39

I've had a cold for a few days, so I haven't accomplished as much as I hoped I would ... hopefully I get better soon enough to be able to actually make a game!

I don't know yet what sort of game I want to make, but here are some possible character designs that I might use. The top picture shows them at a resolution suitable for sprites on a 1024x768 down to possibly a 640x480 resoltion screen. I plan on trying to use Pyglet, so the sprites should be able to look nice and anti-aliased.

Robot and innocent bystander.

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Robosub - Undersea Robotic Sub Game!

Posted by nikolajbaer on 2008/03/30 20:37

So, after pondering, and scaling back my graphics ambitions, and twiddling in inkscape, I decided to make a game about controlling an undersea robotic submarine, exploring the wall of a giant underwater trench and collecting samples. Yay! Science Game! The challenge will be that the more valuable samples will be deeper, and perhaps in caves, but deep down and in caves, it becomes darker, and control lag increases! Can you get the critical samples you need without losing control of your submarine? This is your mission!

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