April 2009 challenge: “Get off my lawn”

Rose Ninja - Day Three -- The plan for Capsule

Posted by Akake on 2009/04/28 06:02

Here is the plan for the development of capsule:

Day Three:
Make Sprites for Capsules A, B, C, D, E, F, G, and H; Make Sprites for Grunt, Sniper, and Rocketeer Enemies; Make Sprites for Items; Make Sprites for Ground and Concrete Level Terrain; Write basic entity and item code; Write code for level structure

Day Four:
Make Sprites for Capsules I, J, K, L, M, N, O, and P; Make Sprites for Brute, Flamer, and Trundler Enemies; Make Sprites for HUD; Make Sprites for Scaffold and Mechanical Level Terrain; Write content loader code; Write enemy ai and combat code

Day Five:
Make Sprites for Capsules Q, R, S, T, U, and V; Make Sprites for Enemy Capsules Blue, Red, Yellow, Black, and Grey; Make Sprites for Menu; Make Sprites for Cave and Base Level Terrain; Write menu code; Write game save/load code

Day Six:
Make Sprites for Capsules W, X, Y, and Z; Make Sprites for All Bosses; Write boss code

Day Seven:
Blue Sky! (Let's Hope)

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The Flip Flop Phalanx - idea is found!

Posted by nikolajbaer on 2009/04/28 05:30

ok, admittedly not much coding going on here.. but thanks to Cocos2d i don't have to do much (or so i hope). I think my general idea is going to be driving a lawn tractor trying to suppress rapidly growing crabgrass. Yup, tell that crabgrass to "get off my lawn". Non violent, yes (unless you have a special place for crab grass), but probably ill fated in the fun factor. We'll see how it goes!

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PyedPypers - take two - Day two...

Posted by RB[0] on 2009/04/28 04:57

Well, I had to work most of today, so I didn't get so much done (yet!) - but Keeyai and pymike have been fast at work.
Pymike created our animation thing, and some images for our worker robot units.
Keeyai created our pathfinding system.
I made our map grid and made the baddies use the pathfinding.

All in all, we now have an interesting tech demo.
The core functionality is there, but we gotta get those towers shooting and some resource gathering before I'll say it's a game (yes, there is a lot more planned than just that :P)

Cheers all!

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Blatently Unoriginal Entertainment - End of Second Day

Posted by ArmchairArmada on 2009/04/28 04:46

Today I did not accomplish as much as I hoped I would, but I did still make pretty decent progress. The things I finished today were:

  • Resource management (images, fonts, sounds, animations, etc.)
  • Sprite animation system.
  • Slightly better sprite drawing system.
  • Input system with customizable keyboard and joystick button mapping.
  • Start of an actions system. Example: target_object.action(actor_object, "action_name") will call whatever action is assigned to that action name. For example, wood might have a 'catch fire' action assigned to "burn", where dynamite would have an 'explode' action assigned to it's "burn" action. These actions are reusable for any object, so, if I wanted to, I could on a whim add one line of code and reuse the 'explode' action on other objects with other actions. Deadly exploding signs that are dangerous to read for no explicable reason? Why not?

I haven't gotten around to working on any graphics, procedural map design, or any actual game-play, so I still don't really have anything to show. I just have a test with old sprites moving around on screen and basic interactions.

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Panspermia - Third night: selectable units

Posted by Cosmologicon on 2009/04/28 04:05

I realized that selecting units is going to be more of a pain than I originally thought, so I decided to implement that right away. As expected, it was tough, but I got something that at least works:

I refactored my sprite classes, and I think they'll be much more expandable now. But now my selector classes need refactoring. Ah well, that can wait.

I'm not sure if the interface I chose is all that good, so I'm looking for feedback. Download my code here, if you're interested. It's all controlled through clicking, dragging, and right-clicking, and you use Shift-click or Shift-drag to select additional units. All you can do so far is tell them where to go.

So tonight was kind of boring, but I'm glad I got it out of the way. Hopefully tomorrow I can add some more interesting sprites and maybe even some gameplay!

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nihilartikel - Better late than never

Posted by skaro on 2009/04/28 03:18

Not really going to have much time to work on this until after Weds. Oh well :) More time to let the imagination wander and ferment. Working title for a 2.5D rail shooter in my mind: Starfire LawnDoctor Densetsu Gaiden!

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mutANTs Part 1: Mandible Mayhem - screenshot 2

Posted by bencoder on 2009/04/28 02:39

ok, Mat did most of the work today:



Here we have:
Some soldier ants
A bunch of leaves(resource)
A worker ant collecting some leaves

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Cat vs Mice - Day 2 Progess for Tabby

Posted by mespringfield on 2009/04/28 01:40

Here's what I managed to get done on day two:
  • Game and level data is now loaded from text files.

  • Implemented image loading and texture mapping.

  • Game world consists of a lawn and some fences. More objects (bushes, flowers, trash cans, etc) to be added later.

  • Can move a placeholder model (representing a cat) around on the lawn. No collision detection yet.

  • Can render a hexagonal grid on the lawn when in battle mode.
I'm doing a minor re-write of some of the code (figured out how to organize things a little better). Hope to have a screenshot posted in a day or two - right now the game world looks rather vacant.

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Chess vs Zombies! - End of day 2, not much progress

Posted by Tee on 2009/04/28 01:38

For those who haven't made much progress with your game: you can cheer up now. My progress is going just as "well".

I spent most of the Sunday perfecting a graphic that now I think it's too big, and because I was polishing it, it's now pretty much impossible to animate it without spending too much time. Well, at least it was fun. :P

Today I was unfortunately busy with other stuff, but I was able to write a bit of code (very little, though).

Considering the scope of my project (big), things aren't going so well. But I'm still optimistic. I have the design which is mostly done (needs more details on a few aspects, but the big picture is there), I have a neat graphic (to my programmer standards, of course), and I have a little code. I'll have something to show, even if I have to make a completely different game in the last 8 hours like I did last Pyweek. Hopefully the next days will be better.

This seems to be recurrent in my Pyweeks, actually...

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dont know - aiamsori: idea and sketch

Posted by lucio on 2009/04/28 00:48

Whats that that you always find on you lawn that you want to get rid off? Zombies, of course. I think that for the first time we are going literal with the theme.

The game will be action + strategy.

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