Moon of Blood and Steel
Defeat the ruling factions of each zone of the Moon before getting caught.
Each turn help the rebels to enact their plans to weaken the factions by using your activity points.
You are stronger where your hideout is located.
Vive la Revolution
Presented by drnlm
Ratings (show detail)
Moon of Blood and Steel bugfix 2
Hitting the economy hard... 25 turns later it dies
overdue posts of UI layout
korg graph 2
korg graph 1
Screen Shot 2013-09-02 at 10.58.53 PM.png
First game screen!
Screen Shot 2013-09-02 at 11.24.38 AM.png
Splash screen is go!
Freeing animals from zoo
controlling 12 "monkeys"
identify shakespeare play from twelve words
you have only twelve monkeys, write shakespeare
Sputnik era spacecraft with monkeys crashing on the moon they need to build a colony
Programming Windows Vista with monkeys
Dance Dance revolution
how many monkeys fit in the fridge
over the top, visual
"gimme the cash!" (photos as pretend prop hats)
rock paper scissors lizard + trump
four elements + a trump
level selection for different parts of the movie
progress through guild
manage the guild
not an MMO
Discworld guilds (assassins, thieves)
milk the parts of the city - balance crime / prosperity
Having to provide protection to an area of the city (hire spotters and enforcers). struggle with other thief families for control of the guild (they try and steal from your protected areas, you from theirs). Build the city and get support from the citizens, build business, pull off crimes. I don’t know you you'd blame that on other families though but that would be a good mechanic.
alamaze like (turn based) thief family simulator
Sneaky about helping future clones
Time dependant clones
Alien vs humans
Cheese (cannons, jules verne style)
Moon Cheese Nazis
Climate change through terra forming
gravitational / celestial stuff (Planetary creation code: http://znark.com/create/accrete.html)
Martians on the moon send lone Invader Zim to prepare for invasion of Earth
or the above as a farming game (farming humans)
floating castle, magic pendant - glowing mcguffin
3D tower defense
manage an isolated (self-contained?) city
- villain building ‘science!!!’ has to defend from peasants with torches
Day 1: A Plan Forms
Of course, who knows how we'll feel about it in the morning :)
10:30PM and signing off for Sunday.
We started brainstorming as soon as the themes were announced, so I had a bit of a leg up on what we were going to do when the final one was announced.
Most of Sunday was spent refining the ambitious design back towards something we can make in a week. I think I've managed that fairly well, but there are still some areas which need finalizing (like details of the core mechanics). Hopefully I can get through the rest of that today - I'd hoped to be done this morning.
This is my first time, and I'm finding that it is hard to stay focused and fresh. At work we wouldn't have such a fixed deadline hovering over everything.
It is fascinating to see what others have achieved already. I can't wait to see what everyone creates!
Day 2: not a lot of progress
Bad UI sketches and biting the bullet
I spent lots of time kicking mechanics back and forth during the day, but wasn't willing to commit anything to the design document. By the end of the day the rest of the team needed something tangible from me, so I turned to some ui sketches.
Boy am I not an artist. I can visualize things, but I'm pretty much unable to reflect those images on paper. I tried using some iPad drawing software, but I think you probably have to be me in order to make real sense of it all. :)
Having broken my reticence to add to the design by putting in the ui sketches and describing them, I was able to turn my attention to the task resolution mechanics and put down a starting point. As we don't have much time, I think we'll have to end up staying with these unless they really don't work (which I'm fairly certain isn't the case).
Working through the mechanics further broke up the logjam in my mind and I found a definite in-game condition we will need for the the 'endgame'; I've been trusting that I can find these triggers as we need them, but getting this one in place really helps to understand what the player is going to be doing throughout the game (what the end goal is, specifically, and why).
So, today I want to test the task resolution mechanics, clearly define the needed ui screens for the whole game, and resolve some of the final parts of the mechanics (really just reflections of the game state).
Technical Specifications gone wild
There is so much detail and opportunity! This game is definitely bigger than the week but hopefully at least a simplified version will get out!
Don't let him tell you his graphics aren't amazing. I wonder if dispensation can't be sought to add a sampling as a screenshot? Amazing I tell you :)
In other news we think we may have picked a name. Maybe. Watch this space.
Day 3: making great progress!
I've started putting Caligari's UI ideas into code, including the overview screen which has this ("placeholder" in his view, hah!) art. It represents one of the "zones" in the game. No more will be said for now about that :)
Working through the details
A soul-less chunk of today was breaking down the ui and trying to detail each screen. Luckily there's not a huge number (of interesting ones - I haven't done most of the dull parts completely), as it was tough going.
I also spent some time messing with the basic mechanic, thanks to some graphing from a team-member. It was good to do some coding again after all of the writing.
I'm going to have to start adding actual data to the game pretty soon, as that is going to be a long process, I fear.
But others are implementing things and the game is more and more real as we go.
Will we have something playable this week? Will I even finish the design this week? No idea! But I'm proud of what we're working on, and at the moment I reckon I'll want to getting working after the week is over. For me, that is "mission accomplished"! :)
code repositories hate me.
Day 4: big day
What an exciting day!
We got an excellent title screen image from a good friend, which has really inspired us.
One of our number (I'm looking at bob) has taken our sketches and used art-magic to make awesome images that are much more evocative! I'm sure we'll get one up here to show off.
At the same time we've been working away at the backend economy, which has been fascinating. We need to have a functional system before we introduce the player's actions and getting something that behaves the way we need is quite involved.
We've also added some actual player actions. You can't do much at the moment, and the actions we have in place are more for debugging than anything else, but you CAN have a profound effect on the aforementioned economy, and you can kick in heads... who needs more, right?
The more we do, the more I'm psyched by all that we can achieve together. And the more I think it is fanciful dreaming that we could possibly finish this in a week! What was I thinking! :) Away with the fairies, I say! Fairies or Lunes!
Best to the others who are working away out there!
Violet hippo: lookin' good.... pity about the engine
Its just a pity that the engine part isnt that nice ;). We got killed by complexity under the hood and the difficulty of balancing the damn thing. With so much going on balance was a nightmare, especially when it could be impacted by the player, the defence AI, the rebel AI... just too crazy.
Oh well. I learnt some stuff about using unit tests and i got a bit over my fear of decorators.
Another pyweek down.
economy complexity... delayed death
Included is a graph of what happens if we hit goods production on turns 5,6,7 (a triple smack to food).... it looks pretty stable until about turn 30 when it suddenly nosedives. Now remember we hit it at turn 5,6,7 and nothing after that. :-)
We have some fudge factors in to give us a bit more 'overhead' in production and some other tweaks, but I just love the bang bang bang! and then 25 turns later the economy falls over and dies. :)
What actually seems to happen is that the worker happiness factors are in an wave but each low point is actually a little lower (thus less production, meaning the next low point is a little lower again) and eventually it crashes.
Go team! My first PyWeek and it was awesome :)
I definitely was feeling like I could have been more helpful mid week, but generally have felt really involved, and am stoked to have had the chance to:
~ Be on such an amazing team!
~ Learn some new tools! (cocos2d+pyglet == awesomesauce+amazing! hg == sure.)
~ Work with such amazing people under pressure and really see how "the sausage it made".
~ Stretch some little used skillz (seriously this is probably the most seriously I've ever undertaken any graphics project and it's been a riot!)
~ Collaborating was the best! (Some of our hangout were hilarious and amazing, the silliness got quite extreme at different stages. Sure there was code-ragey-cursing-and-carrying-on also but this is also hilarious :)
Only a couple of late nights from me, but well worth it.
I'm so grateful to richard korg and Caligari for having me on the their team and everything, fake beard and all :)
An amazing ride
I love being wrong. :)
Our game does not have all the moving parts that it should, and it is probably hard for an outsider to see how close it is to what we were aiming for, with all that is missing. But frankly I'm amazed that we were able to get it to this state.
While credit has to go to the fantastic team, I also credit python itself for being quick to use. I rarely use the language for anything this large, but all of the things which make it well-suited to small work also make superb for rapid prototyping of larger projects (and implementation of larger projects, ultimately - I'm loving Django).
Our game was so far out of scope we couldn't have seen it from the moon. But it looks tremendous, and it was a blast to work on (and educational too!).
I can't wait to sample the waters and see what others have done!
Now if only we can push one final version of our project with a few more last minute fixes...