August 2009 challenge: “Feather”

Geiger Feather Challenge, incomplete game - The WAL*MART Case

Posted by fangol on 2009/09/01 03:59


After being contacted by WAL-MART, Inc.'s lawyers, we are hopeless in getting funding for a new chicken roasting division and were almost sold to their idea of a transplant software for balding roosters.

Stay tuned for further court action.

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Longicorn: Enter the Mind of the Spirit Wolf - Enter the mind of the spirit wolf

Posted by devon on 2009/09/01 03:58

Implemented a flying mechanic like mario swimming, but still needs work. Got platform collisions working, blah, blah. SOUTHWEST FEATHER HORNED LONGICORN NEW AGE ADVENTURE. waaay behind schedule :).

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Wizburg - Early first demo

Posted by Cosmologicon on 2009/09/01 03:06

Finally got a good idea. Top-down action game. You're a wizard who uses feathers as wands, each one casting a different spell. (Originally, you used the feather as a quill to write the spell on a scroll, but why complicate things?) A hawk spell slashes enemies, a dove spell puts them to sleep, etc.

Spells fly through the air and bounce off walls. I want to make bouncing a big part of the gameplay, where you have to set up complicated shots around corners. I uploaded a playable demo to illustrate the spell-bouncing physics. It's you and another wizard running around a room. I realize that (a) the action is way too fast to set up tricky shots, so I'll need to balance things better, and (b) the AI is going to be hard.

Controls are Arrow keys to move + mouse click to fire. I don't like this scheme: I want the player to be able to use just the mouse or just the keyboard. But, since the direction of shots is so critical, I'm not sure how best to use the keyboard for aiming.

Oh well, plenty more to work on in the meantime!

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Longicorn: Enter the Mind of the Spirit Wolf - Up To Mischief

Posted by Greeble on 2009/09/01 00:06

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Fox Assault - Wiping dirt from his brow, our intrepid hero returns from day two in the code mines.

Posted by jerith on 2009/08/31 22:30

Development continues apace, with the addition of several major game elements.
  • Some interface woes have been overcome. (A patch to pgu will probably result from this, once the code has been cleaned up a bit.)
  • Basic commerce and construction has been implemented.
  • Animals behave more intelligently and no longer completely ignore terrain and buildings.
  • New artwork has been introduced, which has made the game dramatically prettier.
We have enough groundwork in place now that we can start to focus on game mechanics rather than fiddling with libraries and debugging interfaces. We have a pretty clear direction for the next few chunks of work and there's plenty to do before we start running into things that need consensus decisions again. Given the looming schedule conflicts, this helpful.

Progress is satisfyingly rapid and it looks like we'll be able to do enough tweaking and polishing to turn this into quite a good little game. I can't wait to play the finished product.

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NoTeamImplemented(Yet) - Day 02

Posted by T-002 on 2009/08/31 22:23

Bad setback today: The polygon creation was deadly slow and kills everything that was running. I am now using PyGames Mask to create image outlines.

If anyone knows how to do this with pyglet, I would be very happy.

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Chickencoop - Aging mechanism

Posted by godfryd on 2009/08/31 22:11

Today I have added aging mechanism. Now animals are aging and dying.
There is also mechanism for eating and feeding. If animal do not eat for some period
of time then it dies. Player must feed them. I also tuned graphics of the yard
and added bowing head of hen during eating.

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robonic - Mid-day #2

Posted by RB[0] on 2009/08/31 21:59

No screenie yet - will add one once we get place holder content removed ;)

Well, I have to stop working now, as I have to go back to work, but I'm gonna probably pull a late-nighter later tonight - this work week is actually gonna help me I think, since i work Mon/Wed/Fri/Sat - I can kill myself the days I don't have to work, but then make sure I get plenty of reset the ones I do - so far it seems to be working :)

Today (during the day anyways) was kind of my "get nothing done" day - since I work early and late.
Having said that, during my break I've gotten a tremendous amount done:

  1. Integrated hp, ammo and weapon selection into Hud
  2. Created gui icons for hp and ammo
  3. Implemented hp and ammo boosts
  4. Added shooting shots from shotgun and nice plume of smoke
  5. strafing
  6. and made weapon bob as you move it (this also affects where bullet goes, so it will throw your aim off to move+shoot at same time...)

And I am like completely on schedule surprisingly O.o
Tonight I will create a basic place holder badguy and implement him, and him shooting and his animations (phew, hopefully XD) and then if I can implement collision checking/killing.

Wowsa, lots to do - good news is that once that is done it will be really easy to implement new badguys as we get them...

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The advetures of PedoMan - PedoMan: initial steps done

Posted by riq on 2009/08/31 20:42

PedoMan status:
  • box2d + cocos2d + pyglet integration: OK.

code is hosted in google code:
http://code.google.com/p/pedoman/

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ThEdA_P9 - User Controls Kinda Done

Posted by gizmo_thunder on 2009/08/31 19:27

I've worked on getting the mouse controls done gestures to wind mapping stuff.. pretty much done.. i.e, the physics part. I've been obsessed with getting the art done along with the game so i've spent quite some time to get it right :)  tomorrow I have to work on getting the collision detection done.

No Screenies of todays work coz there isn't much to show off for a falling feather :p

ps: Lot of entries do seem to be using the wind control.. hope it doesn't become a feather in wind themed competition :)

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