A turn-based stickman fighting game
Most Accurate Human Anatomy Representation
Presented by Noelle
Ratings (show detail)
|10.3 KB||AlpacaMax||2019/03/30 03:17|
Same as fighter6.zip
|64.8 KB||AlpacaMax||2019/03/30 03:15|
|8.1 KB||AlpacaMax||2019/03/26 14:03|
|5.5 KB||AlpacaMax||2019/03/24 14:35|
This is my first pyweek so I didn't expect too much on my ranking. 2.4 is already higher than my expectation so I am quite satisfied.
In conclusion, my game lacks music, a nice visual feedback, and probably a simple AI.
I actually tried to add music to my game. However it is actually the second time I use pyglet to make a game(I used pygame previously) and I just couldn't install avbin properly. Without avbin I couldn't play music. Eventually I decided to give it up and work on other parts. Truely hope someone can tell me how to install avbin on linux.
Also, I did consider add some visual feedback, like a smooth punch animation while the enemy would move back a little when getting hit. The problem is that I am really bad at painting. I was afraid that it would be time consuming to paint all the animations. I guess next time I have to try something that doesn't need too much actions or ask someone's help on art work.
My biggest mistake is failing to add an AI. I did consider adding a simple decision tree to the enemy. Since I had never made an AI before, I had to read some articles on it. And I fell asleep every time I try to learn something(>_<)
The reason I want to participate into pyweek is that it is a small contest raised by the community. Not too much people in it. A high score in pyweek is not valuable enough to be written in a job application or university application. As a result, the one who is still willing to stay here, meaning you guys, are the true lovers of games. You participate into this contest is because you like the joy brought by the process of making games. You are the coolest! It is my honor to know you guys.
Thank you for playing my game. :-)
I only fixed a bug today and did not do more coding today.
Thank you @schilcote for telling me Persona 5. I did check out how its combat system works and to be honest it is not the system I am going to create. The combat system in Persona 5 looks like the one used in those Pokemon games. What I am about to create is to let players control one specific movement of a limb, like a punch or a kick, in one single round. But still thanks. Good to know there are people supporting me. :-)
I forgot to mention the meaning of 'take down your enemy' yesterday. I think it will be simply punching into the enemy's face but it might be to too hard to achieve.
Tomorrow I'm going to introduce the enemy into my game. I will get all his coding work done...hopefully.
This is my first pyweek and I'm really excited about it.
For this challenge, I want to create a turn-based fighting game. However you have to take down your enemy within six moves. If you used up all the 6 moves and your enemy is still standing there, you lose.
The problem is that I don't know if it will be a fun game. It is possible that there aren't too many strategies to use because there are only six moves.
But I will do this anyway. Truly hope I won't mess it up. :-)