Daedalus

A mad scientist builds himself a pair of wings and a backpack laser that doubles as a jetpack booster. The byproduct his research is an army of giant, vicious, genetically enhanced birds.

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Daedalus: Day One

This will be my first pyweek entry, as well as my first proper game.

You can download the game and track my progress here: https://github.com/Digitoxin/Daedalus-pyweek

(currently not much, just a test for player movement. The player character doesn't even have a body!)

The game is called Daedalus, and it's about a mad scientist with wings and a jetpack/laser weapon thing and who has to take on his own army of flying minions, the byproduct of the research that went into developing his wings.

In other words, NiGHTS with lasers.

The game will be made using pygame, and I'll be using the resources found in Richard's pygame-tutorial as reference, as seen in this lecture: http://www.youtube.com/watch?v=duc3jYgAaR0 (The resources are on his bitbucket page)

The current agenda:

Player movement
- Smooth flight system
- Limbs that follow the direction of movement (Possible physics system necessary?)
- Implement Player as a sprite-group, with seperate sprite objects for each limb (currently just the head and body)

Map-loading
Maps will be made using Tiled and imported using Richard's TMX library, found in the lecture resources

- When this is done, I need to make the viewport follow the player
 
Enemies and AI behaviours
- Stay-still, goto-point and avoid-point for starters, then later shoot-at-point and search-for-point/object/player (line of sight?)

Thank you Richard for the pygame-tutorial resources! I'm relying on them heavily for reference as well as planning on using the TMX library in the game, hopefully this isn't against the rules. I think I'm in the clear since:
- The resources are freely available in the public domain and part of a tutorial
I'll be doing most of the work myself
- the usage isn't much different from sampling cookbook code
the TMX library doesn't implement game logic

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Daedalus: Day Two (Spaghetti and Refactoring)

I did some work on the player's movement Good news is I got the body working and trailing the character. Unfortunately the code is an ungodly mess at this point, and it's not working right. And I'm not just prematurely optimizing, this is absolutely unmaintainable. I need to start over again. That leaves 4 days for enemies, levels, art and music. I'm getting that old sinking feeling...

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Daedalus: Day Three (broken angles and offsets)



The body parts will now follow the head, but can't be offset properly. The backpack (backing up on my original design: now just a laser gun) works for a left 45 degree angle, but breaks for every other angle.

I can't spare any more time on this for now. Tomorrow I'll work on getting the TMX library to work, and maybe implement bullets, and the day after will be devoted to enemies. I guess the main character is just going to have to look broken for now...

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Daedalus: Day ?? (A Train-Wreck In Slow-Motion)

I sort of thought it would come to this. I have 600 lines of boilerplate crap that I hardly even understand myself and no game assets ready. It's not going to happen. Maybe next year...

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