September 2008 challenge: “The length of a piece of string”

Stolen Fate - The final countdown

Posted by richard on 2008/09/13 12:12

There was a huge rush of energy from the team today, including a new contribution from Cosmologicon who has started putting together the story animation. Very nice :)

I've uploaded a test release: xkcd-threads-of-fate-1.0rc4.zip.

Ehtirno did a bunch of work designing levels and tweaking the one we had. While I was asleep he also implemented spending experience points, some user interface improvements and item generation for shopping.

abzde has been sick (everyone gets sick at least once during a PyWeek) so hasn't been able to contribute as much as he'd like. He did chime in just now with a fix to the NPC AI (sadly this is not in the file I've uploaded --- just don't DIE :)

Knowing it was going to be a short day I spent a lot of time helping out people on IRC so they could do work in my absence. My first contribution today was re-working the character selection control and next turn behaviour in the tactical game. I added some big helpful buttons which hopefully also serve as documentation reminders.

I also added code to support buying new skills and prepared the way for buying abilities (we don't have any yet though).

I added the mechanism we use for unlocking new dungeons on the successful completion of existing ones, thus allowing the game to progress. And I fixed a bunch of bugs.

Then I went to a 5-year-old's birthday, and I just got back. I'm going to bed now.

See you all at the finishing line :)

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So long, A love story - game finished

Posted by riq on 2008/09/13 09:38

Game Finished!
I can't believe that I've finished a pyweek game 13 hours before the deadline.


See you tomorrow!

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The day mom tied us together - so close

Posted by smatts on 2008/09/13 08:00

The other guys are working out the kinks in the gameplay so that I can start making better levels... so I figured I might as well post!

I posted a jpg from doing the character art development last sunday (there's also a sneak peek at the other main character). This time around I put effort at the beginning of the week into developing the art and story up front and surprisingly, it helped a lot! It got us motivated and focused, and helped me get good at drawing the characters (since I'm not really that good at it).

Anyways. Gameplay coming soon, we'll post more screenshots as it comes together (hopefully not too early in the morning).

m

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Thinking about - So much to do... so little time

Posted by Massahud on 2008/09/13 06:13

Hello,

today we made some progress: added collision detection, refactored the code to be OO, and refined ode parameters.

But there is much to do yet, and the time is short. Wish us luck!

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Monkey in a tangle - almost done

Posted by morgan.goose on 2008/09/13 06:11

Tonight and today Alfred and I got the mechanics of our levels working, and I pushed out a few new levels that utilize what we did. Jane got us our monkey walk frames, and tomorrow we add those into the game. I also took the liberty to add caps to the box textures Jane gave us so that they don't end so abruptly. Alfred also found a sweet mod song for use to use, and we got that all rolled into the game. Next on the todo list is to add in the level win events, and to loop on a level if the player fails to finish in time. That and we've got to put in the chain, and wlak cycle.

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Plectrum Infinitum - Feature Complete

Posted by ajhager on 2008/09/13 06:02

I am now 100% feature complete. Thanks to the help of ldleworker, I have been able to keep up with multiplatform testing and should be bug free on at least xp and ubuntu. I think yesterday was do or die for a lot of people; it sure was for me. I decided to take as much sleep as my body needed and it really paid off. Until the bell rings I am going to get as many songs charted as possible.

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Dominoes String - Dominoes String v0.2 release.

Posted by milker on 2008/09/13 04:41

This is v2.0 release.

I hope that,
I have time todo v0.3 release.

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Mutant Radioactive Kittens - Crunch time

Posted by aoeuhtns on 2008/09/13 04:37

I can't believe the week is almost over...I'll be very busy Saturday doing about 50% of the game. I knew I wouldn't have much time to work on it during the week, but it didn't help that I had to erase and rewrite half my code (ok, maybe a quarter).

Anyway, here's a screen shot, showing off my most excellent place-holder artwork! I'll probably end up having to use some of it in the final submission.

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Days of Tsunami - The final crunch

Posted by dmoisset on 2008/09/13 04:30

Well, as I expected, we spent lots of time working on the custom physics engine.... ah, but what fun :)

Anyway, we just have the complete gameplay elements just tonight. I hope the gameplay turns out fun because we haven't had time to playtest it decently, and if it is boring, one day won't fix it :)

The big blocker issue now is AI opponents. They are hard to do, and I planned to devote more time to them but I couldn't... so they will suck. achuni is doing his best in this place

And there are lots of stuff still to do. Sounds, music, integrating the nice graphics instead of the programmer art; designing levels (luckily for this game, I think I can build a level and test it in about 45 minutes). A high score screen.

As always, lots of features were left behind: Powerups, different sub models, currents, etc.

So, time for the last crunch. Good luck everyone!

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_Cecilia Music Game_ - Almost done

Posted by JuanjoConti on 2008/09/13 03:23

Hey! parece que voy a lograr algo. Pero ahora me voy a una fiesta de disfraces. Nos vemos a la vuelta.

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