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Wednesday 09 May, 2007[ richard @ 10:15 ] OLPC game jamOLPC are having a game jam! It sounds like a helluva lot of fun and I'm totally jealous of anyone who's in the US who could just fly there to attend. The deadline for signing up is the 12th of May, so hop to it! Thursday 26 April, 2007[ richard @ 04:12 ] ADMIN: Sorry about that outageI had to change hosts again. All better now, I hope :) Sunday 22 April, 2007[ richard @ 00:11 ] ADMIN: uploading re-enabledCongratulations to everyone who entered the fourth challenge. It was a huge success, and special congratulations to TOBA and Hectigo on their winning entries! If you'd like to upload a fixed version of your game, or a new screenshot, please do so now. Tuesday 10 April, 2007[ richard @ 04:30 ] ADMIN: some files missing from torrentA couple of entries missed being included in the torrent file. Please ensure you check the Entry Listing page to make sure you've rated all the games listed there, rather than relying on just the contents of the torrent. Monday 09 April, 2007[ fydo @ 18:05 ] Fluffy Menace: fydo -- an artist's postmortemHello fellow humans,
Sunday 08 April, 2007[ richard @ 10:47 ] Day 7.5Well, the final, final submission went in about 2 hours before the challenge finished. I then tried to build an exe with py2exe but ran into numerous problems (I couldn't get it to bundle PyOpenGL no matter what I did). The Skellington will definitely be fixed in a couple of ways to work with py2exe next time. Unfortunately the ground collision detection is still a little dodgy so people are running through the ground :( There's also some issues with people not being able to run the game. I'd ask those people to make sure their video card drivers are up to date. If you've still got problems, please state the Operating System and video card you're using. I'm stoked by the response to this challenge. 102 entries were signed up by the end, and over 50 put in final submissions! Saturday 07 April, 2007[ richard @ 13:41 ] Days 6 and 7
I spent most of today finishing off the core gameplay stuff (baddies, winning, losing, some FX for picking things up, some more level design). Mostly I was fixing bugs, and I think I've gotten the worst of them (notice I don't even consider saying I got "all" of them ;) I've uploaded our "final" release, which may be revised overnight by the other guys so there might be another upload tomorrow. I'm pretty happy with how things turned out. From the README: On a programming note, this game has some interesting features. The landscape is generated from a pixmap (see lvl/one*.png or one.xcf for the complete overview). The pixmap is examined and turned into a series of cubic bezier curves, rendered partly by OpenGL (the solid bits) and partly by hand (the line bits). I also used curves to render the trees and clouds. Run lib/cloud.py and lib/tree.py for some examples (hitting SPACE to regenerate). Unfortunately the curved landscape was a pain to work with and there's some collision glitches (and probably bugs, but nothing I've run into lately). The game concept is two-fold: 1. hyper-evolution up from a lowly worm to some form more suitable for a given environment, and 2. mostly free-form exploration of a large, interesting playing world. The latter didn't really work in the final submission for PyWeek because time constraints meant we couldn't construct that large, interesting world. Just a large one. We had intended to have NPCs to talk to (and bribe with the money you find in order to locate more items around the world). There's also clearly scope for more skill-based challenges and so on. The code and the design discussion is available at: http://code.google.com/p/fluffymenace/ There's some dev switches on the command-line: -nomusic -nointro And in-game you can hit "d" to pause simulation and hit "s" to step. UNIMPLEMENTED: - better level design - baddies that move - flying and swimming baddies KNOWN BUGS: - none that we're aware of! IMPROVEMENTS ON THE TABLE - reduce the number of line segments in landscape - use ARB_occlusion_query if it's available for flying collision - background for sky - we can vary friction on ground to allow sliding but don't use it Thursday 05 April, 2007[ richard @ 10:35 ] Day 5: "raise NotImplementedError('you won!')"We're almost there! It's starting to feel more like a game than a tech-demo... We've got an intro screen, music, sound effects, a goal (with progression towards the goal). We don't have the final "you won" screen yet (as indicated by this post's title ;) Still a few important elements to do, a couple of important bugs to fix and a bunch of stuff on the "would be cool to do" list. Wednesday 04 April, 2007[ richard @ 22:08 ] Richard's Day 4Got a little bit done yesterday. Unfortunately for my team the business of getting the new job has distracted me quite significantly :( That's all done now - the contract was signed yesterday. The new company took me out for drinks (and hence my productivity took a further dive for the day). But I still managed to get a few things done. Importantly I got basic item pickup going and the status displays for indicating item collection. That's most of the way towards the goal of the game. There's a whole lot of additional gameplay that needs to be implemented. Tuesday 03 April, 2007[ richard @ 10:37 ] Richard's Day 3
Day 2 saw a little work on a bunch of stuff, but I was distracted by going to interview for a new job. Day 3 was similarly distracted and I got the contract to sign for the new job :) On a brighter note I've incorporated a lot of animations from fydo, and a bunch of behaviours. We've also discovered that JDruid's performance problems were due to way out of date (or possibly non-existent) drivers for his video card. I've also spent some of today optimising the landscape rendering and now get about 280FPS wandering around the test level. There's still HEAPS to do. I wasted most of my programming time today trying to come up with a reasonable realistic physics model. The balance between realism and side-scrolling platformer is very hard to find, and in fact I didn't find it today. Sunday 01 April, 2007[ richard @ 13:01 ] Richard's Day 1My first day (the comp starts at 10AM local time and it's 11PM now) has been pretty productive. I got the basic landscape rendering (not what you see in the screenshot - much prettier) and character movement code working (including animating fydo's first excellent sprite!) On the downside the game as it stands runs at a measly 3 FPS on JDruid's Radeon 9250 system. On my 7800GT system I get 300FPS. That's without a lot of potential optimisations (I'm switching contexts far too often) but it's also minus a lot of intended bells and whistles. Hrm. It's going to be an interesting week :) [ richard @ 00:00 ] THEME: The only way is upAll systems go! You've chosen the theme and it is "The only way is up". Good luck everyone, and newbies (and oldies ;) don't forget to read the HELP page! And remember: "it's imposible to get near last if you make a working game that resembles the theme" (credit for wise words: eugman) Monday 26 March, 2007[ JDruid @ 20:59 ] StickybombIt doesn't hurt to put something about it here as well. My Pyweek Warmup compo entry 'Stickybomb' is here Sunday 25 March, 2007[ richard @ 00:01 ] ADMIN: theme voting has startedAccess the poll in the sidebar or click on this link. The themes to choose from are:
Saturday 24 March, 2007[ richard @ 22:30 ] ADMIN: How to package your gameOwing to some historically terribly packaged games, I've created a "game skeleton" that all entries must download and use as the basis for packaging their game. Please find the "skellington" in the help page section on how to submit your entry. My reasoning for requiring the use of the skellington is pretty simple: users downloading the games will have an entirely predictable method of invoking the games. No guesswork, no pain. And I figure that's pretty darned important. [ fydo @ 09:16 ] Fydo's Warm-up Entry: PillowsHello! Here is my obviously late entry for the pyweek warm-up. I had such a hectic week at work, I only had about 2 or 3 evenings to work on my entry.
Saturday 17 March, 2007[ richard @ 23:58 ] Poor entry packaging and disqualificationSomething that disappoints me about a lot of entries to PyWeek is that they don't spend the small effort required to have someone else test their game or write a nice README listing how to get the game going: dependencies, which file to run, the controls, etc. A recurring issue we have in the challenge is that a lot of entries aren't runnable on some people's computers, for various reasons (can be as simple as documentation). We have the additional problem that non-game-hacker types come along and download a selection of games only to find they don't work (and then promptly give up thinking what a terrible platform we must be working with). The rules currently state that entries should include "instructions about how to run the entry" and I'm considering changing this to must. I think it's that important that if you can't get a game to run* then that game should be a disqualification vote. The challenge is a week long. I have trouble believing that people couldn't find some time to have friend(s) (including us other challengers) try out the game during that week. *: note that I don't care whether the game is "complete" ... just that it should be possible for a 3rd party to get the game working. [ richard @ 03:31 ] Previous themesI've had someone ask, so here's the themes that were available for voting on for the first three challenges: Pyweek #1:
Pyweek #2:
Pyweek #3:
(Winning theme highlighted) Tuesday 13 March, 2007[ fydo @ 04:44 ] DiggHowdy, if any of you guys happen to be Digg members ...
Friday 09 March, 2007[ richard @ 22:04 ] ADMIN: on late library releasesOK, I guess I have to put my foot down here. The challenge rules state: If you do have a library you must release it within a reasonable amount of time before the challenge starts so that others may have the opportunity of using the libraryI've previously stated to people who've asked that in my books 1 month is the minimum "reasonable amount of time". This amount of time is now to be included in the rules to make it absolutely clear. PyWeek is entirely predictable - it runs every 6 months, and is generally announced about 3 months out. That should be plenty of time for library devs to hawk their wares. [ fydo @ 09:58 ] "Free" game sprites for YOU to use if you like!Hey guys,
Sunday 04 March, 2007[ richard @ 14:59 ] F1rst P0st!!!1!! (and a question)Heh. Welcome all to the 4th PyWeek Challenge! This time around I'm fortunate to have joined forces with the talents of fydo and JDruid. Let's see what happens :) I'm hoping to use pyglet for this challenge, though since it doesn't have sound modules yet we'll still have to use pygame for that bit. The sprite/tile engine in pyglet is still pretty raw but it's there. The window/event stuff is pretty good though, and I'll be using PyOpenGL a fair bit too. I guess the biggest issue I have is that pyglet isn't released and isn't going to be for a long time. That means it really shouldn't be used for pyweek. So I thought I'd ask here for some opinions. What do you think? Should I be allowed to use pyglet for this challenge? |
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