A view of the battle screen

Galactic Lego

Hopefully I have enough time to get this all working to a basic level. The basic idea is you set up a spaceship out of "modules" each module will have an action key that will activate its function, there will be modules such as engines, to move your ship around, weapons and shields. You will face off against an increasingly complex and powerful enemy ship until you are destroyed. I will hopefully have a ship export function so we can see what kind of ships people come up with.

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Ratings (show detail)

Overall: 2.8
Fun: 2.1
Production: 2.5
Innovation: 3.7

Respondents: 15

Files

File Size Uploader Date
battle.pngfinal
A view of the battle screen
19.5 KB Hugoagogo 2013/04/21 12:03
GalacticLego - Source - Final.zipfinal
Final game package
9.9 KB Hugoagogo 2013/04/21 11:58
progress-1.png
Basics of the ship building screen up and running
68.1 KB Hugoagogo 2013/04/17 12:22

Diary Entries

Galactic Lego - Final Entry

Well I got a bit further than I thought I would and nowhere near as far as I would have liked. My final version has been uploaded, while it may have non-functional shields and rocket launchers, it does feature engines, lasers and a slightly unpredictable collisions system.

Without any further ado I present

Galactic Lego



Dependencies
  •  pyglet 1.1.4
  •  Python 2.7
Instructions
  • This is a two player game that allows two opponents to design a space ship out of generic modules. Each of these modules can be assigned keys that activate the module.
  • This didn't entirely get finished off, however it is playable, the ship edit screen is pretty much functional with only a few rare glitches. One of which is that you cannot resize the game window or mouse clicks will not register in the correct place. (you can go full screen when battling though)
  • I only had to get enough time to get engines and lasers working correctly, so besides aesthetics there is no real reason to build a command module, shields or rocket launchers.
  • Because things are simulated out it is very possible to build a ship that is very difficult to control or impossible to control so careful thought is needed.
  • Two basic ships have been built as a demo.
  • The controls for the demo player 1 ship is arrow keys and right control to fire laser.
  • The controls for the demo player 2 ship is wasd to move, q,e to rotate and tab to fire lasers.
  • There is no game over screen so to restart you must quit the game and reopen.
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I hope everyone has had a fun pyweek and I look forwards to testing the games of as may people as possbile

1 comment

Slow progress

Was definitely off to a slow start after being stumped with the winning theme, and being a bit put off that I wouldn't get to use my awesome idea for kryptonite.

Eventually (Tuesday Night) a game was decided on aiming to be somewhere in between FTL and Geometry wars. The user start with an initial ship made out of various "modules" and will face off against varying randomly generated enemy ships.

Each module can be assigned a key or keys that will activate the module and carry out whatever that module happens to do, i.e.. power engines, fire laser etc

So far coding has been slow, but I have a ship editor screen almost complete.



In the screen shot is engine modules, laser modules, shield modules, missile modules, the command module and "blank" modules.

Hopefully I can actually get something playable out of this, if not I am still pretty keen to explore this Idea after the competition.

Also there seem to have been a fair number of site outages, I assume this has been for everyone not just me.

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