April 2009 challenge: “Get off my lawn”

Rose Ninja - The Final Day -- Levels

Posted by Akake on 2009/05/02 10:42

Today's goal is to make levels. I hope to have at least five done today.

Okay, I hope to have twelve total, I expect at least five today. I can spend most of the day on this, though, so this shouldn't be a problem.

I have to admit, I'm already looking forward to the Pyggy Awards. I love the thought of taking this three day game and making it a three month game!

Right, but first I need some levels to make it a game.

Even if I don't place well (Though I think I'll do okay), I'm ecstatic! I finished my game! I've made a game in three days! Yeah!

I've been searching for a sense of purpose for a while now. I think I've found it, though. :-)
Well, I could go off on some philosophical ramblings, but instead, I'm gonna get some breakfast and get down making some levels

Add a comment

Eigenbom2009 - Game uploaded - anyone want to test it for me?

Posted by eigenbom on 2009/05/02 10:03

Hi,
EDIT: updated (03.12.09)
I have uploaded my game Get Off My Lawn but am unsure if it runs on Linux and Mac. I realise that everyone's busy, but if anyone gets a second could they please test to see if it runs on their machine -- and if not, post the console output here.
Cheers, Ben

6 comments

GOMFL - cra-zeh

Posted by cheung31 on 2009/05/02 07:30

had lots of fun. i'll be happy with whatever gets submitted. good work everyone.

Add a comment

open - what's 'gameplay'?

Posted by georgek on 2009/05/02 07:04

I knew from Ludum Dare the other weekend that I would need at least 24 hours to make my PyWeek game (since I only managed 16 the weekend of LD, and another 8 later in the next week). I don't think I've quite managed that so far...but with some time tomorrow I think I can get there!

Having squashed some absolutely fiendish programming bugs, such as spelling basic words of English wrong, my concept is coming together. It isn't fully there but I have something to work with I think.

First source release: http://media.pyweek.org/dl/8/georgek/open_src.tar.gz

Add a comment

Spawnmower Lawn Defense - Day 5

Posted by franzi on 2009/05/02 06:56

So what did we do yesterday? Next to some fixes it comes down to: - more graphics and thereby more and more enemies - Highscore are counted and saved and can be viewed - damage types are implemented for different enemies and weapons - we have a skirmish mode now! - we added a textbox to show what happens That's basicly it. Ready for day 6 ;-)

Add a comment

Outlawn - Day 5 -- at least the game engine works...

Posted by oresmus on 2009/05/02 05:47

The good news -- I finally got the ball rolling on top of the lawn (on top of hills, into holes, up and down slopes), working well enough to use. (And tweaked enough other things to make it worth uploading a "work in progress" demo. (Which is marked Final in case of a disaster tomorrow.))

The bad news -- it took all day -- still no gameplay, so now I only have 0.5 days to do that in! (Contest ends Saturday 5pm for me.)

Essentially, I spent this PyWeek prototyping a "ball & lawn game engine" and would need another week to make a real game out of it. (And having an artist would help a lot too.)

(So it's occurred to me to release this as an open source pure-python game engine, and document it, so that I or anyone else can do that, next PyWeek. I hope I do -- not sure I can quite keep up the motivation between-PyWeeks though. Especially to document it. Anyway, worry about that later.)

I am happy though. For one thing, I still have hope to find a simple enough gameplay idea to code tomorrow. (I have a few half-developed ideas, of course...) And for another thing, even the current form was enough to keep my 6-year-old son entertained this time for maybe half an hour... it was he who made the terrain in the latest screenshot, btw. He likes climbing up the invisible walls (perhaps along with a "buddy ball"), then zooming down fast and leaving long tracks along the landscape; or making a "cave" (depression) and coloring it all brown....

So, now to get some rest, or perhaps unwisely to try to prototype some new feature before tomorrow. (Never wise when I'm tired, but sometimes irresistable.)

2 comments

PyedPypers - take two - We have game!

Posted by RB[0] on 2009/05/02 05:07

Alrighty, so today has been our best day yet (and it had to be, I gotta work 4 of the last 7 hours tomorrow, so this outta be good :S )

So far here is the changelog:
Made units upgrade when a tech is researched
Balancing out the whazzoo, still way more needed, but at least you "can" win now...
Made ui show you the starting stats of units/towers when you go to build/upgrade them
Modified hives and insects spawning so it happens a little nicer now
Added money gain notifier
Added worms, wasps and beetles
New gfx (a lot is going to be replaced, yes :P )
sfx and music were added to most things
Added trapper and guard bots
Added cage and bomb traps
And innumerable bugfixes, balancing and general code maintenance.

Here is a new screenie:



And a new demo!

http://media.pyweek.org/dl/8/pyedpypers-2/rel2.zip

Tomorrow will be much like today, more art, more balancing, and then add the last of the towers, and we're gonna be done (oh yeah, probably add story and tut screen windows too... hmm...)

1 comment

SURBURBIA - Fist playable

Posted by alia on 2009/05/02 05:01

Made some nice progress - still lots to go, but will have something to submit this time for sure!

Havent put in the pyweek setup stuff yet, but ill get to that tonight hopefully.


Here is the current build.

more to come...

1 comment

dont know - aiamsori: main screen

Posted by lucio on 2009/05/02 04:40



just to tease you a bit :)

3 comments

Blatently Unoriginal Entertainment - Bits and Pieces

Posted by ArmchairArmada on 2009/05/02 03:45

I have a lot of little bits and pieces of a game that needs to be pulled together. Also, there is a lot of stuff still unfinished. Tomorrow I need to accomplish (if at all possible):

  • Finish random dungeon generation (I put this off a little too long.)
  • Build tile map from this data.
  • Create a few enemies.
  • Create a few interactive objects.
  • Populate the world with game objects.
  • Music.
  • Sound effects.
  • Menu.
  • Create items and weapons.
  • Create item selection menu.
  • A lot of graphics.
  • Title graphics.
  • Finish main character's animation.
  • Etc.

Ugh. It almost looks like I haven't done anything! I do have a nice core game engine with most of the functionality I need. If I had started with an existing game framework a lot of time could have been saved.

A lot of time was spent on graphics, and a lot of time will still be spent of even more graphics, along with other media. If not for all the graphics and animation I need to do I could be done lightning fast! The way my game engine is designed I could code up a dozen new game objects in under an hour, but the graphics and animation for them will take so much longer. Maybe I'm trying to be a little to neat with my pixel art.

Can this be PyWeeks (plural) instead?

Add a comment