April 2009 challenge: “Get off my lawn”

Eigenbom2009 - House built. Also Pug!

Posted by eigenbom on 2009/04/30 14:00

The house for my short game is built, and I've made a room-y montage. Also my wife drew a cool pug, that will hopefully make it into the game.

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SwordOfAwesome - Semi playable game

Posted by LordFartinbras on 2009/04/30 11:36

I've got a nearly working level finally. You can check it out here. It requires pygame.

Controls: wasd shoot gun a in that direction, ie 'w' shoots up. This also moves you left and right if a or d is pressed.

ijkl - shoots gun b. Shot fired down or diagonally down will propel you up and away.

g = toggle a joystick. No error checking is in for dual analog sticks or their alignment. I've got a Logitech Dual action so hopefully you do to, it makes it a lot more fun.

There are two spider mounds that spawn them till the mounds are destroyed. No spider optimization is done and the AI is laughable at best so they just keep spawning till the system bogs down after a few minutes. I really need to fix that.

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Lawn Order - SVU - Progress at last

Posted by myke on 2009/04/30 11:18

The game is finally taking shape. I've spent the last few days struggling with problems caused by the 3D rendering approach I've chosen. I should have tried to make a minimal 3D engine in the weeks before the competition, but too late for that now. The game can render a scene correctly and works on Bob's computer with an older graphics chipset that doesn't support the VBO GL calls used by pyglet (i still need to confirm that this is exactly what's going on). We probably won't be able to make it as cool as I had hoped, but we should at least have a basic game by deadline - no DNF!

My two primary goals for this pyweek were to see how well Bob and I worked together under typical gamedev conditions (as opposed to the 'no deadlines' hobbyist schedule we've been on for the other game we're doing), and how people liked the 'cardboard cutout' engine. So far both of those seem to be going really well. As for winning pyweek...well there's always next fall :)

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Imperium: Tux - Imptux WIP

Posted by jotham on 2009/04/30 11:16

Well, made some pretty good progress today. Now have collision detection, position deformation and constraint inside terrain cage. Some less visible stuff like startup library version checking, more tweaks to the render loop and integration of piman's GProfiler tool.

Not really sure what I should work on next. Probably work on the terrain a bit more or add some life to the vehicles. Not sure what to do about enemy AI and combat, this may turn out to be very dull in some regards =)

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SURBURBIA - First screenie

Posted by alia on 2009/04/30 08:20

So haven't managed to spend much time with this (what with full time job and moving house + jetlag!) BUT we think we have a very simple idea that can be finished(!) on time. Definitely inspired by the theme, just not sure how close to the theme it really is. :)



Overview

Blocks of items from a suburban street scene drop from above. By combining them to make scenes, the player completes the goals for the level. Including lawns. :P

Controls

Arrow keys are the main controls. Tap or hold left and right to move the blocks horizontally. Tap or hold down to move the block downwards vertically. There is no way to move the blocks upwards.


More to follow.....screenie here

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Rose Ninja - Beginning day five -- Things can only improve

Posted by Akake on 2009/04/30 07:00

I'll be coding today, and hope to have something playable by this evening.

I want to make this happen. And I know I can. Wish me luck!

This game is gonna be real cool! Yatta!

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Panspermia - Fifth night: still working on gameplay

Posted by Cosmologicon on 2009/04/30 06:12

I didn't reach my goal of making the first level playable. But, I'm making a lot of progress behind the scenes, so I think things will come together nicely soon, hopefully tomorrow. I refactored my cursor class so menus should be easier now. I used "exec" for the first time, and now I can make sequences of movements for the units.

I also added a few little touches that I probably should have saved for later, but the more fun a feature is, the more I'm inspired to work on it. I spent over an hour working out the formula for a parabola so the acorns could bounce onto the stage. But I think a lot of my game is going to ride on how funny the little movements of the acorns are, so maybe that isn't wasted time after all. I also got the little glowy bits working. It's starting to feel a whole lot like the Kokiri Forest.

No new screenshot. I only added one sprite, so it doesn't look different enough.

I'm having trouble thinking of enemies. I draw really slowly, so I ideally need something that only takes one frame. If it needs to be animated when it walks, or it looks different from different angles, it'll be tough. I certainly can't do a sprite that does both. So, maybe some evil blobs? We'll see.

I've apparently got 1049 lines of code. Feels like a lot more.

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PyedPypers - take two - End day 4

Posted by RB[0] on 2009/04/30 06:04

Well, we switch courses back to our original idea today, and man have we come far O.o

I spent a few hours trying to fix pathfinding when it wasn't broken.
Pymike made some good gfx and I made some cruddy ones.
I made a missile tower with cool missile attack
Lots of ui improvements.
Bots now use the pathfinding.
Made units fight when they touch.
Added a random map generator.
Pymike added explosions
Made a highlighter that shows where you can and cannot build towers.
Implemented resources and costs.
Made towers shoot


All in all, out most productive day yet, and the game is actually quite playable now. If we just made the enemies get stronger we'd be all set already :)
Too tired to make a new screenshot... tomorrow :)

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pekujdr0idwork - By the Moon!

Posted by ldle on 2009/04/30 05:51

So its been a long night. The team convinced me that dynamic grass is something they really wanted. I didn't think it would be easily done but it just sorta flowed out of me. By the end however I was fried. Pekuja's moon gave me some motivation to tackle making all entities throwable but I was too cooked. He figured it was straight forward and pulled it off. So for now we're looking pretty good, if we can get a ton animation work, entity logic, some sound and interface work done, we **just** might pull it off. No promises.

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Wizard's Solitude - Hofstadter's Law

Posted by syntaxglitch on 2009/04/30 05:19

Hofstadter's Law: It always takes longer than you expect, even when Hofstadter's Law is taken into account.

STORY OF MY LIFE AMIRITE GUYZ :(

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