heureusement

Awards

Give this entry an award

Files

File Uploader Date
POC1.zip
First Interface Proof of Concept
dbickett 2006/03/30 03:44
keyboardPrototype.zip
Keyboard shape display prototype.
dbickett 2006/03/28 03:47

Diary Entries

Team heureusement is here

...but we're no professionals ;) In past competitions hosted by Richard, such as the Ludum Dare (we didn't make it to the last pyweek), we've relied on simplicity and 2D graphics. Unfortunately the only product of this team('s primary member, since it was in the LD48) was a horrible game called Misgnomer.

Regardless, we are likely to have a lot of fun in the process. Our current members are:
  • Mac, who specializes in graphics (PSP 8, Animation Shop 3, Maxon Cinema 4D), and...
  • dbickett, the pythonista.
Naturally, we'll be using Pygame, but we don't know how to use PyOpenGL, so we'll be leaving that alone.
For sound we'll be using Audacity, and a very cheap microphone.
For data storage and retrieval we'll be using a combination of ElementTree and my xmlValue modules, which I will release here as soon as I can salvage my old hard drive.

So, for now, that's all the introductory comments I can think to put here (it seems we're the first to go into detail).

Hello all, good luck, looking forward to the themes :)

Add a comment

Personal data serialization modules

I finally managed to salvage my python work from my old hard drive, and these are the two modules I referred to in my previous post:

xmlValue

From that page:
This is a set of (two) modules which convert between a simple xml specification and nested Python dictionaries, making basic data easily writable and retrievable. The result is essentially very basic serialization that is language independent and human readable.
Again there are numerous serialization modules (Pickle, marshal, etc.), and I'm certain someone has made on that uses XML, however I was hoping to use these two that I've written (the data conversion is literally effortless). I know we're supposed to announce any personal libraries we plan to use far ahead of time, so if anyone has any qualms with these modules being used, I certainly won't complain. :)

5 comments

The conceptual laboring of Heureusement

If any of my ideas for a game up to this point weren't some simplified variation on the RTS genre, they've been accidental. I like the idea of a big perspective and the opportunity to build on what has already been done over time. However, since my Pygame skills are laughably minimal, and I have a personal inability to settle for anything that I'm not absolutely enthralled with, I've spent these first two days using every idle moment (of which there has been precious few) trying to innovate conceptually but keep programmatic complexity within my Pygame skill level. So far Team Heureusement has considered two ideas, begun work on one, and has absolutely nothing to show for any of it. Of course, the amount of general progress that can be seen on the main page of Pyweek gives the impression that we're virtually the only ones who still have no idea, so that has kept the pressure on. From the most recent brainstorming session fueled by this feeling of being left in the dust, I present the BASIS for our third and official idea :) (All numbers are tentative.)

The scope is a 5x5 grid (invisible, but visually suggested most likely). On it, let's say there are three arbitrarily, or perhaps inconveniently, (or cleverly, or...) placed geysers. From these geysers spew a constant flow of steam. Now, the player is manifested in the form of three incredibly moronic stick figures that occupy one cell of the grid, or perhaps move outside the grid's restrictions entirely. The relationship between the group of morons and the geysers/steam is where the idea remains slightly murky, however for the sake of putting the idea on paper, let's say that when the stick figures "realize" the presence of a geyser, they construct some sort of directional contraption ( i.e., a pipe ;) around it. Now, there needs to be SOME OBJECTIVE involved with where the steam available on the map is directed, or how it is utilized, or something. The actual goal of the player presents a gaping hole in this idea, which will eventually be filled. However, the way the stick figures and the player interact will be the most unique part.

You see, the player will facilitate the morons' recognition of a geyser by simple directing them towards it with a mouse click, perhaps. But how will the player control what the figures do when they get there? Well, being a very simple, though similarly, minded group, the shape that they have "in mind" will be conveyed through their formation where they stand. For example, if the shape that they're thinking about is a straight horizontal line, the three figures will stand in a straight horizontal line. If it's a V shape, they'll stand in that V shape. By observing the formation in which the stick figures stand, the player will be able to predict the design that their construction will have once the stick figures come across some site where construction of sorts is compulsory for them ( i.e., at a geyser, at the end of a pipe, etc.) So, how will the player influence this shape that the stick figures are thinking of? With the keyboard, of course!

The player will press three keys in sequence on the keyboard. The keys must all touch one another diagonally, horizontally, or vertically, to be considered a cohesive set of three keys. For example, if the player presses T, H, U on a QWERTY keyboard, this will "suggest" to the morons the shape "V" and they can be expected to then take that formation on the platform/plane/field/grid, after which the player can again rest assured that their constructive endeavors will also assume this shape. In order to make this work, we'll have to set up a definite palette. This might be the preliminary "decided orientation" or the keys, as far as QWERTY keyboards are concerned:
1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L ;
Z X C V B N M , . /
...Thus solving any discrepancies caused by the difference in keyboards. Example: "GHU" is the equivalent of "XCF", "QW3", "M,L", and so on. Using this system the player will attempt to control the retarded group of stick figures (think Pikmin), and take advantage of the result of their labor in order to achieve some yet-to-be-determined goal.

I'm now going to begin working on a prototype for controlling the shape of the group of figures.

Add a comment

Believe it or not, progress!

Whether or not we'll be able to finish our idea in time this week is very questionable. For three or four different reasons, this turned out to be the worst possible week for us. To be honest, we still haven't finished our idea. However, if you read my previous post regarding how the three stick figures will be coerced into doing what the user wants...
The player will press three keys in sequence on the keyboard. The keys must all touch one another diagonally, horizontally, or vertically, to be considered a cohesive set of three keys. For example, if the player presses T, H, U on a QWERTY keyboard, this will "suggest" to the morons the shape "V" and they can be expected to then take that formation on the platform/plane/field/grid...
I went on to explain the technical details of how the system would work. Though it took me several hours of fixing obscure technical errors to finally get it to work, I have finished the prototype for the keyboard suggestion. On all QWERTY keyboards, run this pygame utility and make a three letter shape on your keyboard (the keys have to be in contact with at least one other key in the three key shape), and that very same shape will be displayed on the screen. :)

keyboardPrototype.zip

Add a comment

Interface Development

More than half of the week is gone with barely any work on our part (due to numerous other obligations), and the rest of the week isn't looking good. Either way, I got a little work in tonight, and the game interface is sort of implemented. As usual, make a three letter shape on the keyboard and the squares form that shape, but now it's rather smooth :) Also, click somewhere and the shape moves there. So... yeah, nothing great at all.

POC1.zip

Add a comment

Heureusement's Withdrawal

I think it goes without saying at this point that heureusement will have to withdraw from this competition.

Our first two days were spent unsuccessfully attempting to think of a game idea relating to steam. The rest of the week was occupied by a major Chemistry project, work, school, work, SATs, and more work. Put simply, we didn't stand a chance :)

I did get the slight satisfaction of making that keyboard interface (Or, as phil coined it, the "magic keyboard thingy"). My apologies for taking up space, and I hope it works out next time.

See you all around, and the best of luck.

Daniel Bickett
(http://www.heureusement.org/)

1 comment