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

Tower Climber - Progress as of Tuesday at 4:15 AM EDT

Posted by Akake on 2008/09/09 08:21

I've made great strides this morning. I have a my graphics made, save for background decorations, which I will do later if the game feels lacking without them.

I should be able to get something playable sometime today or tomorrow.

Of course, once the thing is playable, all I have to do is implement the random level generator.

So... All-in-all, it should only take me a few days this way! :D

Which is nice, because I have homework to do this week, too XD

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P4 - End our day two.

Posted by RB[0] on 2008/09/09 08:01

Well, a bit late - 8 hours late actually but w/e.

Been an interesting day.
Pymike and Ieuan made some images for the game now,
Markus continued work on the battle engine,
I refactored code, added a state engine, added some units and got them moving.
Along with numerous other small additions from everyone I can't even remember right now it is so late.

We wasted a few hours trying to decide how to go about moving units and whatnot. Finally came up with a good idea we should have had 3 hours sooner LOL.

All-in-all - this is almost a game already - with almost all the mechanics in place.

My tasks for tomorrow will be to refactor code, add some UI so you don't have to hotkey everything, add the rest of the movement code for the units, and then start on some resource gathering/using.
Markus is going to finish the battle engine code, and then starting on some ships in blender.
Pymike will be doing some more 2d art, working out bugs, and other misc stuff.

Along with tons of other stuff we need to do tomorrow that most of the other members will be picking up XD

Good night all :)

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Snake - The RPG! - Day Two

Posted by myke on 2008/09/09 07:04

Started on the real game today. Not much end-user-visible progress, the real game has a snake moving around but not as well as the demo I put together in a few hours yesterday. However I've got a lot more structural code in place now, and a title screen! Spent too much time trying to figure out how to map mouse/screen coordinates to gameworld coordinates, but may have learned something about the mysterious opengl wz parameter.

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? - Some puzzle progress

Posted by erik on 2008/09/09 05:44

Yesterday it was an idea, today it is starting to feel like a game.

I'm not sure if finding the shortest path for your string will make for interesting game play, but I think that we should be able to find the fun somewhere.

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Cthulhu32's Pyweek 7 - Collision Level Builder

Posted by Cthulhu32 on 2008/09/09 04:20

So I made a small little tool (really not user friendly, but I have a system :D ) and I thought I'd post my dev work station. I'm using Ubuntu 8.04, DrPython IDE (along with text editor for small stuff), and a few other things.

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Thrill Seeking Stan - Engine Underway

Posted by abombm1 on 2008/09/09 03:46

I finally forced myself to stop dilly dallying and write a solid amount of code, and ended up with a pretty solid game engine skeleton. No graphics/sound/logic/fun yet, but at least it's a start!

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Littlest Goddess - too much shaders

Posted by gordallott on 2008/09/09 03:26

i started implimentating glsl shaders today, the result.. bloom is overpowering

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Plectrum Infinitum - The Sweet Sound of Progress

Posted by ajhager on 2008/09/09 02:57

I knew when I first saw the theme that I wanted to do something with music. I've spent the first two days experimenting with sound synthesis, physics, and prototypes. I finally have something that would be worth looking at and listening to. I hope everyone loves folk music!

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Eye stabs - intro screenshot, and what we did.

Posted by illume on 2008/09/08 23:25

Last night 'akalias' did:
- initial import of notes.py, scales / intervals / pitch -> note mapping
- Pitch recognition prototype: analyse_play.py

I(illume) worked on the intro sequence a bit more, and got the game moving from intro, to note tapping part, and back to exit. I also did some more on the note tapping interface (which is the one where it shows you notes that you need to play). think sing star, or those bouncing balls in karaoke. So soon we should have a minimal game working... which we can then keep improving. I hope it'll be fun!

Here's a shot of our animated intro sequence. Note the guitar strings ;)

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Bungee Manager - Plan B

Posted by Woodwolf on 2008/09/08 22:38

Well, I've been fighting the whole day with the interface, and it's difficult to tweak. Wind gusts can be created with mouse movements as lines on the screen that disappear incrementally. If the kite is close enough, it follows the wind. But it's really difficult to control it, as strong gusts throw the kite away. So...
PLAN B! It's always good having one of these. Bungee Manager! A bridge, some guys bungee jumping and you choosing the proper "length of the string"! The larger the jump, the happier the jumper, which translates into money :) Accidents should be avoided, of course.
So, essentially, the mechanic will be similar to Diner Dash (attend customers) but with bungee jumpers. The physics engine I hacked yesterday works like a charm for this purpose!
gogogo!

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