August 2009 challenge: “Feather”
John's Pillow Factory - image
Posted by bart on 2009/09/05 15:10
John's Pillow Factory - Game Description
Posted by bart on 2009/09/05 14:58
Now it is time to say what we had in our minds for nearly a week.We wanted somenthing crazy, funny, goodlooking,strictly related to the theme but really simple! And now we have it almost finished.(I 've written these lines just to create some suspence!).It is a Pillow factory with its particular way of making pillows.John (our hero) shoots passing birds with his high precision slingshot to collect their feathers.But birds dont' like his buisness idea and try to stop him in a nasty way...
Virtual Python - Presenting... Phil the Feather!
Posted by Cable on 2009/09/05 14:39
That's right, in this screenshot you can see Phil, the main character of my
game :D
Rise of Featherations - Last ~10 hours - our status
Posted by Zahmekoses on 2009/09/05 14:19
Well, our first and probably only diary entry during the competition this time. To much to do besides PyWeek, a broken laptop and a theme where we had no idea for.
Feather was (as every elected PyWeek-Theme) our least wanted theme, but I'm quite happy with what we came up. The art is completely done and besides 1 sound and some smaller music scores the "sound department" is also done. Serval is still working on implementing some things, squashing bugs, etc. - but our game is quite complete.
Well, our AI is quite an AS (Artificial Stupidity) but if given time it can become quite dangerous (if you don't rush to attack it right at the beginning). At least there is a two player hotseat mode for some "real" challenges XD
More maps would also have been great, but meh - not enough time for this (stay tuned for our Pyggy version of this game ;o) - with neat features like... Level selection and more than two opposing featherations... and less bugs!).
So... we plan to upload our final entry in 8 hours, latest - maybe earlier.. we will see :) I'm quite astonished by some of the entries of the other participants and am eager to test these - but this has to wait for tomorrow XD
Feather was (as every elected PyWeek-Theme) our least wanted theme, but I'm quite happy with what we came up. The art is completely done and besides 1 sound and some smaller music scores the "sound department" is also done. Serval is still working on implementing some things, squashing bugs, etc. - but our game is quite complete.
Well, our AI is quite an AS (Artificial Stupidity) but if given time it can become quite dangerous (if you don't rush to attack it right at the beginning). At least there is a two player hotseat mode for some "real" challenges XD
More maps would also have been great, but meh - not enough time for this (stay tuned for our Pyggy version of this game ;o) - with neat features like... Level selection and more than two opposing featherations... and less bugs!).
So... we plan to upload our final entry in 8 hours, latest - maybe earlier.. we will see :) I'm quite astonished by some of the entries of the other participants and am eager to test these - but this has to wait for tomorrow XD
Team Awesome - More concept art!
Posted by eMilk on 2009/09/05 13:45
Tenshee - And there it is...
Posted by mmkay on 2009/09/05 13:15
The "final" version.
Not the best game in this competition, but I've only wanted to create a little game - my first one, using python and pygame. All the features I've planned are present, though the sound can't be turned on again after turning it off. Regarding the game lasts only for one or two minutes, it's not that frustrating.
What next? Judging other entries, maybe creating the Windows executable just for the purpose of showing the game to less tech-savvy friends. It was fun, and I'm going to participate in PyWeek #10.
Not the best game in this competition, but I've only wanted to create a little game - my first one, using python and pygame. All the features I've planned are present, though the sound can't be turned on again after turning it off. Regarding the game lasts only for one or two minutes, it's not that frustrating.
What next? Judging other entries, maybe creating the Windows executable just for the purpose of showing the game to less tech-savvy friends. It was fun, and I'm going to participate in PyWeek #10.
Hark! I Impale Weasels! - Better, my lord, and worse
Posted by gcewing on 2009/09/05 12:33
Well, I've made more progress than I expected. Rewriting of torn pages is working well, and I've created intro and credit screens and a nifty context-sensitive help system.
At the last minute I decided to hack up an automatic character image generation system so that I wouldn't have to draw about a hundred character icons by hand. While trying to test that I've discovered some nasty bugs in the floor layout algorithm, such as a propensity to put two staircases right next to each other so that you can get from the first floor to the third floor but can't get off at the second floor. :-(
Hope I'll be able to fix that up tomorrow morning.
Weasels are looking very unlikely at this point.
At the last minute I decided to hack up an automatic character image generation system so that I wouldn't have to draw about a hundred character icons by hand. While trying to test that I've discovered some nasty bugs in the floor layout algorithm, such as a propensity to put two staircases right next to each other so that you can get from the first floor to the third floor but can't get off at the second floor. :-(
Hope I'll be able to fix that up tomorrow morning.
Weasels are looking very unlikely at this point.
Abbey's Grand Adventure - Day 7: the almost day
Posted by richard on 2009/09/05 12:27
I spent most of today at a 6-year-old's birthday party. I now know what Ben 10 is all about :)
I got a few hours to work on the game though, and ended up with:
Phew. I'm pooped. Sleep time now. Catch you all at the finish line tomorrow :)
I got a few hours to work on the game though, and ended up with:
- screen resolution "independence" (I give up if you don't have 600 lines to work with)
- some baddies shooting
- a second-level spell
- created (thanks cfxr!) and added sound effects (though some need replacing)
- music - only one track though
- tweaks to level 2
- queen throws stuff at you now though she's still easy to beat ;)
- added notes about opengl, lepton and avbin requirements to the README
Phew. I'm pooped. Sleep time now. Catch you all at the finish line tomorrow :)
The Humans are Dead - Fail
Posted by biomechanism on 2009/09/05 09:59
Due to various work related issues, we haven't had time to concentrate on getting a game together this time. Had been looking forward to our first entry, oh well, guess there is always next year.
Fox Assault - Belatedly, he wrote an entry
Posted by jerith on 2009/09/05 06:22
Seems we were all too busy last night to update the project diary. I'm going to call that a triumph of productivity over documentation while lookiong slightly embarrassed.
Operation Fox Assault is almost entirely implemented now, and most of what remains in the TODO list is polishing and neatening up. Hopefully we still retain sufficient mental faculties to finish the good stuff before obsessing over tiny details.
The plan for today is to get the whole team (or as much of it as we can manage) together in meatspace again for the first time since day one to better coordinate the tasks that are left. With a bit of luck and a lot of effort, we shall have a finished product before all eateries suitable for hosting celebratory dinners have closed.
--J
Operation Fox Assault is almost entirely implemented now, and most of what remains in the TODO list is polishing and neatening up. Hopefully we still retain sufficient mental faculties to finish the good stuff before obsessing over tiny details.
The plan for today is to get the whole team (or as much of it as we can manage) together in meatspace again for the first time since day one to better coordinate the tasks that are left. With a bit of luck and a lot of effort, we shall have a finished product before all eateries suitable for hosting celebratory dinners have closed.
--J