April 2009 challenge: “Get off my lawn”

GOMFL - Sleepless in PyWeek

Posted by pykler on 2009/05/01 05:43

Dear Diary,

This is my third night working on PyWeek. I am planning to sleep more than two hours tonight; However, with less than 48 hours remaining time is of the essence.

PS. PyWeek achievement unlocked: Being fun

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PyedPypers - take two - Night #6

Posted by RB[0] on 2009/05/01 05:14

So, we now have 2 "days" and 1 1/2 "nights" left to work on our game :)
So far today:
Found a good font and added it
Added tower upgrading
Added traps
Added warrior bots
Enemies now get stronger as the game progresses
Added Worker, Warrior and Trap upgrading
Added ui for building everything, menus and win/lose game.
nihilocrat added some sfx.


Basically, what we need now is to balance the heck outta this thing, and then just add more types of warriors, insects, towers and traps. ANd art, still need a ton of art!!!
Then maybe write a tutorial - we'll see though :)

Here is a screenie for you:



What you see here is like before, except, you get the new ui, the traps and a big warrior bot charging down the enemy :)
Cheers all :)

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The Unfortunate Undoing - Day 5 - Crunch, the chocolate bar

Posted by ZeroByte on 2009/05/01 03:28

So day 5, this is crunch time. Been animating the whole day except when I was watching mythbusters and gilmore girls (I have sisters, argh). Still got a ton more art to do tomorrow so I'll be going full bore tomorrow, hopefully without getting distracted by the shineys on the internet. For now though, see the animations go!

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BubbMan 2 - End of Day 5 - Excellent Progress

Posted by pymike on 2009/05/01 01:11

I've got all the UI done today, except for the options which I will try to do later on tonight. Besides the UI, I've created the level progression system, the end level display (which is totally awesome), progress saving, and even cooler still, best time saving - one of my favorite features. I also made a few graphical tweaks and changes.

Todo for tomorrow:
  • The giant lawn mower that chases you
  • The energy meter - yes you'll have to worry about your energy amidst all the madness
  • An airplane that drops bombs on you
  • Ending credits/cutscene
  • Opening cutscene
  • More levels
Download current W.I.P.



Oh yes, I also have the story up on the entry page. Cheers all!

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Rose Ninja - End of Day Five -- Doin' Fine

Posted by Akake on 2009/04/30 23:13

I feel good about my progress today.

The only major setback I had was in my level loader. I attempted to implement level storage in images, but couldn't do so efficiently. :P

Going to try again tomorrow morning, but this time I'll implement level storage in a makeshift markup language.

I should hopefully have levels and enemies by this time tomorrow. Then, I'll make the menus, scoring, etc.

Excelsior and Yatta!

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Spawnmower Lawn Defense - only 5 minutes more...

Posted by T-002 on 2009/04/30 22:58

Today we implemented a lot of stuff:
  • resource animations
  • sounds
  • updates
  • day time depending game menu
  • some special game control that is not always working ;)

But the most impressive enhancement is our ENDLESSMODE. The goal is to survive as many waves as possible to get a better highscore than others.

Like every top 10 game, there is only a Windows setup (currently). But if you have the sources, you can play it on every plattform that supports Pygame.

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Chess vs Zombies! - Night of day 5 - Zero gameplay

Posted by Tee on 2009/04/30 22:04

I really messed up this time.

I have no gameplay so far because I've been constantly working on art. I was too ambitious with the game. The game is somewhat graphics-heavy, and I went with the pixel art route. I have some art, and it's looking quite nice for my standards. But making art is taking too much time, and I have barely touched the code.

I'm not sure you'll see a completed game from me. I can't even disguise it because there's a lot to do for the core of the game and most of the things to cut are quite important to the gameplay. But I'll do whatever I can to at least submit a half game. (If only the theme were "half sovereign", maybe I could've gotten away with this... :P "Get off my half lawn!")

I'm not making a new game because I really like where this idea took me (I think the game design ended up quite nice, too, but I'm not sure you'll get to see the whole of it), and I at least want to show it to you guys, even if it doesn't come with a complete game (which means low ratings, but I'm more after the comments). Wish me luck.

Oh, and I might as well tell the core idea now. Not coming with a screenshot, unfortunately. It's quite simple, actually: you control a haunted mansion and you have to spook families and investigators out of your "lawn". The gameplay is strategy and resource management (yes, you need resources to do your spooky things). I'll leave the details for later.

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Rose Ninja - Mid-Day Day Five -- I've Rallied!

Posted by Akake on 2009/04/30 18:05

Anyone who's checked the #Pyweek twitters should know by now that things are looking up for me.

So far, I have a ninja that runs around, jumps, swings her sword, throws shurikens, and can wall-jump!

I'm very excited, and I think I can pull this off! :-D

I'm going to be working on a camera next, and then terrain.
Enemies shouldn't be too far behind. All I have to do is make the sword-swinging do damage and probably tweak the (very simple) AI I tossed together a while ago.

I'll get to making the player move between levels tomorrow. This is so exciting!

I don't want to plan too farr ahead, but I feel really optimistic. I may even put in a final boss! 8-D

/me smiles
I'm glad I took everyone's advice and started small and simple. This has been a great day! :-D

Anyway, once I get the terrain system working, I'll upload a demo. ^_^

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BubbMan 2 - Mid Day 5 - UI nearly done

Posted by pymike on 2009/04/30 17:36

At the middle of Day 5, I've finished the main menu and world map. I still have options to do, but that can wait.



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Kettling - Something resembling a game

Posted by lethe on 2009/04/30 15:29

Well, its now playable, sort of. The protesters protest and the policemen can be ordered around. For controls its lmb to select, rmb to move - that is it. However, you can group select by dragging and also drag out a line with the rmb to make the policemen form up in a line. Was quite fiddly to get all of that - had to go write a quad tree for selection, but the core concepts now work. Two core gameplay issues still remain - victory conditions, i.e. detecting when the protesters have been kettled in the right place, and adding in a system of upgrades with money, to allow you to buy more policemen and bribe politicians to get new laws to help you. After that the current level needs replacing - its too easy to kettle them and the nodes could be far better placed now I know how the AI behaves.

On the subject of the AI the protesters are quite crazy - most of the time they protest, but every now and again they need to do something else - drink, eat or urinate basically. If there not quick enough there are consequences, including potentially death if they dehydrate, the statistics of which I will collate at the end. Death is in fact how you make money - when a protester dies your policemen get a pay out for stress caused - 1 pound per policeman. Don't worry, with the recession its cheap to bribe politicians! They also have avoidance strategies when stuck, which means that whilst forming a line blocking the protest will mostly work some protesters will work their way around, making them harder to manage.

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