TeamXerian
corazon - art and production
don - art and character design
jnutting - coder
simonwittber - coder
trixta - model and texture artist
stand by for some awesome entertainment.
don - art and character design
jnutting - coder
simonwittber - coder
trixta - model and texture artist
stand by for some awesome entertainment.
Awards
Diary Entries
Greetings
TeamXerian is back again.
New Member
Welcome Jack Nutting! Two programmers this year! w00t!
More TX Members...
Welcome back to The Don, and Corazon!
w00t!
Files Sizes and Game Rules
We are planning on using a persistent world which can be modified by multiple players.
To achieve this, when game content is modified by a player, it will be uploaded to a server, then downloaded from the server by other players.
I think this breaks one of the pyweek rules about downloading content (in order to force get past a 20MB entry limit).
Are we still able to entertain this idea, or should I think about a different approach?
To achieve this, when game content is modified by a player, it will be uploaded to a server, then downloaded from the server by other players.
I think this breaks one of the pyweek rules about downloading content (in order to force get past a 20MB entry limit).
Are we still able to entertain this idea, or should I think about a different approach?
Help Richard!
I can't seem to add Trixta to our team... It complains no such user. Hmm.
Cool Intro Sequences
Hi Chaps,
I've re-created the intro cutscene from Quido in the new SiGL cutscene format. The new format is specifically targeted at non programmer types (designers), so it uses some unusual python tricks to make things easier.
http://www.xerian.net/browser/sandbox/showcase
If anyone is going to use SiGL (probably nobody :) this is a good place to start if you want to build a nice intro sequence.
There are some bugfixes still to go in tonight, so you can work from SVN if you want (http://svn.xerian.net/svn) or use the official build from cheeseshop, which I will make later tonight. During the comp, I will copy SiGL to a new branch which will likely get a lot of modifications, so dont expect the trunk to change too much.
The few tests I have should also help anyone who wants to try out SiGL. http://www.xerian.net/browser/SiGL/trunk/tests
-Sw.
I've re-created the intro cutscene from Quido in the new SiGL cutscene format. The new format is specifically targeted at non programmer types (designers), so it uses some unusual python tricks to make things easier.
http://www.xerian.net/browser/sandbox/showcase
If anyone is going to use SiGL (probably nobody :) this is a good place to start if you want to build a nice intro sequence.
There are some bugfixes still to go in tonight, so you can work from SVN if you want (http://svn.xerian.net/svn) or use the official build from cheeseshop, which I will make later tonight. During the comp, I will copy SiGL to a new branch which will likely get a lot of modifications, so dont expect the trunk to change too much.
The few tests I have should also help anyone who wants to try out SiGL. http://www.xerian.net/browser/SiGL/trunk/tests
-Sw.
twisted sucks
i hate twisted. i want a library, not a framework. I can write my own darn framework.
Long time between updates
This year, TeamXerian has aimed for the stars.
Like fellow competitor Galacticus, we are building a persistent online world, populated by steam powered machinery. We have been inspired by Armadillo Aerospace, our engines run on Ag and H202.
This is a rather daunting task, but we are still optimistic. More soon.
Like fellow competitor Galacticus, we are building a persistent online world, populated by steam powered machinery. We have been inspired by Armadillo Aerospace, our engines run on Ag and H202.
This is a rather daunting task, but we are still optimistic. More soon.
much progress
we have an intro almost done (intro screenshot) a backend data store, and 10% of a client.
getting there slowly.
getting there slowly.
First Preview Screens of 'Corsair'
As with our previous Pyweek entry the real work starts the Friday night after work. I forsee no sleep in the next 48hrs =(
Anyway, since we havent been posting much WIP yet of in-game gameplay we've put together a screenshot so far of a typical senario from within Corsair. Please ignore the character at the bottom of the window, it's merely a placeholder while TheDon illustrates the 4 main races of alien in the universe.
So far we've got intro down 100%. User interface, backend server, chat and database almost ready. Just putting the sytem through a few possible gameplay scenarios. We've definately got our work cut out for us.
Without further adieu, here's the first gameplay screenshot of our project 'Corsair'. We hope you enjoy!
Anyway, since we havent been posting much WIP yet of in-game gameplay we've put together a screenshot so far of a typical senario from within Corsair. Please ignore the character at the bottom of the window, it's merely a placeholder while TheDon illustrates the 4 main races of alien in the universe.
So far we've got intro down 100%. User interface, backend server, chat and database almost ready. Just putting the sytem through a few possible gameplay scenarios. We've definately got our work cut out for us.
Without further adieu, here's the first gameplay screenshot of our project 'Corsair'. We hope you enjoy!
Corsair - First Race Illustration
Here's the first of our four in-game races to choose from. Meet the 'Azura'. Special thanks goes to Don for this awesome original illustration.
Done. woo0t.
Presenting...
Corsair!
Corsair is a Multiplayer Persistent Online Game.
It connects to xerian.net on port 2984.
When first asked to login, pick a username and password. If the username is not already taken, you will be allocated that username and password.
The idea of Corsair is to take over planets, by visiting them with your fleet, build mines, and collect a large steam supply.
When you vist a planet with an existing fleet, combat begins. If you fleet has more attack points than the defending fleets defense points, you win the battle.
Controls:
Press the Tab key to talk to other players.
Click on the Planet and Starbase to see a menu of options. The galaxy map allows you to move your fleets around, and move yourself around. You can only visit planets which have a fleet (owned by you) present. So dont leave planets unguarded!
Press ESC to exit a chat mode or a menu. Press ESC again to quit.
Known Bugs:
Fleets which appear in front of a planet cannot be selected. Build more ships to create a selectable ship in empty space.
If the server is down, players will see a black screen until a network connection is made.
Credits:
Design, Texturing, Intro and Production: Iven Stevens
Models and Texturing: Ricky Stevens
Artwork: Steven Donald
Music: Tom Pope
Programming: Simon Wittber and Jack Nutting
I am so tired.
We had a lot of fun building this game. It is a good example of what can be achieved with Python, in just a few days. We set our goals very high for this competition. While we didn't achieve everything we wanted to, the basics of gameplay are present, and the thing is persistent, and MULTIPLAYER! :)
Have fun. I'm off to Zzz land.
- Simon Wittber
Corsair!
Corsair is a Multiplayer Persistent Online Game.
It connects to xerian.net on port 2984.
When first asked to login, pick a username and password. If the username is not already taken, you will be allocated that username and password.
The idea of Corsair is to take over planets, by visiting them with your fleet, build mines, and collect a large steam supply.
When you vist a planet with an existing fleet, combat begins. If you fleet has more attack points than the defending fleets defense points, you win the battle.
Controls:
Press the Tab key to talk to other players.
Click on the Planet and Starbase to see a menu of options. The galaxy map allows you to move your fleets around, and move yourself around. You can only visit planets which have a fleet (owned by you) present. So dont leave planets unguarded!
Press ESC to exit a chat mode or a menu. Press ESC again to quit.
Known Bugs:
Fleets which appear in front of a planet cannot be selected. Build more ships to create a selectable ship in empty space.
If the server is down, players will see a black screen until a network connection is made.
Credits:
Design, Texturing, Intro and Production: Iven Stevens
Models and Texturing: Ricky Stevens
Artwork: Steven Donald
Music: Tom Pope
Programming: Simon Wittber and Jack Nutting
I am so tired.
We had a lot of fun building this game. It is a good example of what can be achieved with Python, in just a few days. We set our goals very high for this competition. While we didn't achieve everything we wanted to, the basics of gameplay are present, and the thing is persistent, and MULTIPLAYER! :)
Have fun. I'm off to Zzz land.
- Simon Wittber