August 2009 challenge: “Feather”

ThEdA_P9 - Renders of 3D models

Posted by gizmo_thunder on 2009/08/30 19:48

First renders of the models i created for the Game... I think i kinda got them done pretty well :D

ps.. just in case you were wondering.. I used blender to create these models. And I got the brick textures off the net. And the buildings ofcourse are created using reference i posted earlier.   

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Wild Text - Game Logic about "Feather of Scales"

Posted by milker on 2009/08/30 19:22

  1. This is a scales. It have two sides ( left side and right side ).
  2. Game begin player will have more blocks.
  3. every blocks have different weight.
  4. player put the blocks in right side and left side to keep the scales balance.
  5. If all ( some ) blocks put in right side or left side and the scales is balance player is pass the level.
  6. The game will count player pass any level in fix time.
  7. In the game, player don't know about blocks's weight, but he can put some blocks or one block in scales and see relationship of blocks's weight.
I like logic game. do you like it ?

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robonic - Mid-day #1

Posted by RB[0] on 2009/08/30 19:15

So, today I want to get most of the core gameplay done, features for me today are:
  1. collisions with level geometry -- Done
  2. event handling for movement -- Done
  3. Hud -- partly done, need controls for other stats as we need them
  4. first weapon and bullets along with firing and ammo
  5. ammo pack for first weapon and health pack
  6. feathers and level changing
And then, if I really have a lot of time left, start work on the first baddie, and some more gui controls...

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Flight of Icarus - The game

Posted by krougan on 2009/08/30 17:46

After a gruelling session of coffee and brainstorming (I'm still buzzing from the coffee) me and banni have a game design!

You play as Icarus, flying through a cavern (beneath Crete?). If you go too close to any heat sources you lose feathers. Fortunately there are caches of feathers around in the form of birds. Shoot a bird, blasting it into a cloud of feathers to replenish your wings. The more feathers you have the greater your lift. There will probably be pickups cunningly situated near flames - valuable but dangerous to get at. There will also be gusts of wind at certain key points in the levels. If you enter a section with wind blowing into it you'll have to collect all the feathers in that part of the level to have enough strength to get back out.

Pictures to come.

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Fibula - Going good so far

Posted by fibula on 2009/08/30 17:31

So far I just have a little bit of coding done (gravity, controls) and a bit of sprite work, and it's all going smoothly.

It's already feeling better than my other projects, so I hope the end result won't disappoint.

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Sinister Ducks - underway

Posted by tartley on 2009/08/30 16:04

First screenshot. Blue skies, and flap! Flap! Flap!

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Wild Text - This is my game graphic for "feather of scales"

Posted by milker on 2009/08/30 15:32


  • Is it nice ?

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eggs - Slacker Artist

Posted by biccy on 2009/08/30 14:04



Today has been pretty much a let down on my behalf, I spent the whole day trying to work out what art style I want to go with. We plan to do animations and I've been trying to work out what would be the best and prettiest way to do so. I still haven't made up my mind but I hope that I get something done before Alex comes home from work tomorrow.

And while I haven't done anything today this doesn't stop me from doing stuff that's pointless =D  
 

I'm pretty excited about this PyWeek... why? Well yes, PyWeek is awesome but for the first time in (my) PyWeek history the compition has landed on a mid semester break, so unlike past PyWeeks where I could only spend about 25% of my time I can actually spend about 50-70% of my time on PyWeek! Whoo!  

 
Look forward to random art spam! 




 






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Wild Text - My Second idea is "Feather of scales"

Posted by milker on 2009/08/30 11:29

  • I hope it can work too.

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Abbey's Grand Adventure - Can haz platformer

Posted by richard on 2009/08/30 11:01

Well, I've managed to accomplish a fair bit today:
  1. created an initial level idea with the action kinda planned out,
  2. mangled Squirtle to load SVG layers,
  3. rendered those layers in a meaningful fashion,
  4. used "data" from a layer as game information (placing the player start position),
  5. moved the player around in the world, including jumping,
  6. used the "ground" layer as collision boxes and made the player interact, and
  7. PARALLAX!!11!111one!11!
Most of the effort was spent dealing with the bizarre transformations in SVG - fortunately Squirtle actually handles them, but because I was doing the layer thing I had a little more work to do. I've still got a bit of work to do ... there's a couple of dimension-based bits in the parallax code that are hard-coded. Which means nothing to anyone except me ;)

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