August 2009 challenge: “Feather”

Quetzal - Set on an idea

Posted by Tee on 2009/09/01 19:49

Ok, now that I finally have time, I spent some of it trying to think of a nice idea, but I'm feeling uninspired today, unfortunately. I have an idea that sounds fun, but it's not really innovative, and since I really want to start, I think I'm sticking with it.

It's a shoot'em up game (there's a small twist involving feathers, but it's not much). I'll let you know more about it when I have more of it.

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yield None - Retroactive journal entry

Posted by Pig on 2009/09/01 18:47

Day 3 part 1

-Retroactively updated journal

-Added screenshot.

Day 2

-Too many other things to do. Really shouldn't be working on this.

-Experimented with pygame.mixer

Seems to work ok.
Still need to find sounds that's not just those on the hard disk. Although they do come from open source programs.
Also have to find something to use for the main sprite (this should really be a priority).

-Added some story element triggers.

-Spent yet another hour on the line segment intersection algorithm...

Day 1

-Completed basic mechanics

-Spend 1-2 hours on determining if two line segment intersect(!)

Shouldn't there be some well known numerically stable algorithm or a module?

-Other things seem to be taking less resources than expected.

-This is nowhere near done and there is not much time left.

Originally, only 1 day was planned...

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Tenshee - Coding - day two

Posted by mmkay on 2009/09/01 18:38

School has started so it's less free time now. I think I've already done most of what I'd planned, so only minor changes today.

  • Grass looks more like grass now (previous one was just a line drawn by pygame), but I must admit I'm not the best graphics artist.
  • Feathers don't fall beyond the edge of the screen anymore, now they stop on the grass. When the chimney appears where they lay, they start soaring. Maybe it's not the most realistic behaviour, but looks pretty fine.
  • Added fps count in the bottom left corner of the screen.
This version was submitted as the first final, just in case. There still are some things to be added, though, and the biggest one is sound. I can't play any of the instruments well enough, so the music will probably be some random music keyboard sounds. Anyway, some music is needed.

There still are some things to be decided on, like for example the "zero chimneys", chimneys whose "power" is 0. Leave them, or delete them?

Still thinking about some features to add, but don't actually know, what else might be improving the gameplay.

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RED -spider lily- - Day #3 - It's playable...

Posted by killdream on 2009/09/01 17:57

...but it still not fun ;_;
 
I reworked in the map module and the game logic. Also, added the character sprite. Now I've got to add the bad guys (also called bugs). Something I was thinking last night would be using feathers to "debug" Nozomi's dream, while she make her way up to the sky, she will receive feathers which have different powers. She can also find rare feathers in chests over the levels.

Well, of the baddies I've though of making nests from where bugs are created as if there's not enough bugs on the level. Feathers would serve not just to kill bugs, but also to temporary close those nests (just like Gauntlet, hm, the difference being I don't have a large dungeon which is procedurally generated). I was thinking about the bugs having specified paths, but I guess I'll stick with the "walk randomly until you catch a glimpse of the debugger girl =D", then using some sort of A* to follow the girl.

For the characters sprites I'm using the Famitsu RPG Tsukuru chibi gen, which is free to use in RPG Maker, or in other softs given you place a link back to Famitsu. They're not that good looking and they're _really_ small (and resizing them makes them somewhat wierd, of course), but unless I have time to look for some better sprites (or just do my owns), I'll stick with these.

I'm also using LostGarden's Planet Cute graphics as tileset/pickups/etc. They're really good and they're CC <3 (anyways, I guess almost everyone knows Danc's tiles btw).

Todo list for today (dunno why I kept making so long todo lists):
[x] Add the bad guys
[ ] Implement sorta A* algorithm for the baddies
[x] Drink coffee
[x] Work out how to place some pickups/teleports/nests without having to rewrite the map module
[x] Make a main menu thingy
[x] Drink moar coffee (maybe with Coke :D) 
 
I was thinking about having some sort of intro animation as well. But... well, it wouldn't be an animation as those things take too long, but maybe some sort of manga-esque introduction, with some simple effects. I was working on a page last night and although I suck badly at drawing feathers I guess it came out really well.

Okay, I should stop trying to put alot of strange things in it and just finish a game m'rite?
Can haz fun playable game nao? :D

Main menu half-way done. I didn't even started with the A* algorithm yet, I guess I'll implement it if I have time, but I'll focus on the important things first (even though the bad guys look _really_ random, they're currently using the "just walk straight and if you feel like it or if the path is obstructed change directions" sorta algorith xD) 

Game over screen is done too. I'll post a screen tomorrow. Shall test on Ubuntu and Windows 7 too (I don't have a MacOS, so...), and work on getting some sound effects and animated stuffs :D

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After The Fall - Progress Report

Posted by Chard on 2009/09/01 16:01

Hi everyone!

Just to let you know that Super Effective have been very busy coding. We have excellent world geometry and physics in place as well as brilliant skeletal animation. I've finished writing a lovely 3d map editor and now we are getting on with the actual content, laying out the world, making models, telling the story. We're keep the use of the feather under our hat (rather than in it!) so to speak. Meanwhile here's a bunch of screenshots:


Designing a three dimensional map.


Running around in big open spaces.


Jumping over the balustrade.

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Longicorn: Enter the Mind of the Spirit Wolf - Thoughts.

Posted by Greeble on 2009/09/01 15:34

I'm too busy with other things to actually work on the game right now, but I needed to tell someone that I hope that our music ends up sounding like [a relaxing bubble bath, but there might be a pit viper up in that bath with me].


Thanks for listening.

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robonic - Start day #3

Posted by RB[0] on 2009/09/01 14:24

OK, after figuring out where we are going with the baguys, I am reasonably certain we can have something playable before the end of the day :)

Basically, our badguys are aliens from another dimension - and how they appear in this one are as energetic geometric shapes.

So, the shape of alien determines it's strength (hp) and the color the speed/damage of attack.

badguys shapes:
quad - 4 hp
pyramid - 5 hp
cube - 8 hp
icosahedron - 14 hp

bosses shapes:
sphere - 30 hp
ellipsoid - 40 hp

Colors:
green - 1 speed/4 damage
blue - 2 speed/2 damage
red - 4 speed/1 damage


Basically, the more sides you have the more hp.
I thought about combining colors as well, ie:
red + green = yellow = 2s/2.5d
But I think that will overly complicate things...


Will hopefully have a screenshot+demo later today... :)

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Plumas e Sardinhas - a small difference in the gameplay

Posted by nitrofurano on 2009/09/01 14:21

Thanks @Cosmologicon, i fixed the code a bit - there is a small difference between playing or not playing the game - when you're static the game can last around 35 seconds, and when playing you can be over 70 seconds. - interesting would be where could i improve the code for addictive players lasting there for more than 200 seconds, but i didn't want to take the risk on making this game more boring for that...

Surelly there are still lots of fixes and improvements to be done - maybe this fix can be a small step on that direction...

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team strong - Wouldn't mind adding some polish.

Posted by jtrain on 2009/09/01 13:14

That would be great.

Uploaded a screenshot of the game. It shows:
  •  some flying birds;
  •  a fan (blue block) at the bottom of the screen;
  •  three wind turbines; and
  •  some status text near the top.
Here is to the only pyweek9 game (so far) certified to produce RECs. 

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Featherbound - Progress!

Posted by eugman on 2009/09/01 12:41


Isn't that just beautiful? I've got working levels and an enjoyable game. The little black block to the right is the "feather and it is slowly falling. You have fans represented by the grey bar but you can only push the feather if it is in the grey band. The arrows push in the direction they point. I still need polish like menus and sounds but things are coming along nicely.

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