View Full Version : Game in a day #2
Ok, so Chippit had a good point in that we must start posting what we are doing, so I will be doing a giad starting tonight (same rules as the last one, anyone can do their own giad within the next week - till next sunday as long as it takes place entirely in a 24h window), I will be using python and pygame this time and working alone. I havent yet gotten an idea I like, so suggest away.
Games:
Jimmy - edg3 - Download (http://www.box.net/shared/lptt6pq639)
Twitter: @edg3za, #giad
also, im going to record hour long sections and condense the works into a 15min post mortem. As well as a video showing the game off. Yes, Im going all out this time.
Update:
Unfortunately I had issues early on installing pygame on my fresh Ubuntu 10.10 install, so I switched to windows and couldnt do the recording of everything done (which was pretty boring anyway), but I will still do a postmortem video efforty thing and a post.
Also, I will update this first post with the games you guys make for this GIAD. :)
BlackShipsFillt
11-12-2010, 08:29 PM
I don't know what the scope of a 24 pygame game can be...
What about a 1 button running game? But instead of just running horizontally the character behaves like a Lemming... ie if the character meets a wall it turns around... and so the objective is maybe to get to the bottom of a Spelunky-like level without dying, and without stopping (which might be a interesting/odd tangent to the Canabalt formula)...
Anyway... that is my suggestion, if you don't take it I might try it myself :)
BlackShipsFillt
11-12-2010, 08:38 PM
How about a reverse bullet-hell game?
Instead of flying a jet through a maze of bullets and enemies the player designs a bullet-hell course, kinda like tower defense, and then an AI tries to fly through and the player is scored on how many times the AI was shot down.
Could be expanded to sharing the bullet hell maps and playing them oneself... and standard tower defense progression (except with a Dungeon Keeper badguy theme... ie... these damn ace pilots keep completing missions and are so smug about it, it's time for payback)
BlackShipsFillt
11-12-2010, 08:46 PM
This is probably out there already... but a Hit-the-Object-As-Far-As-You-Can game... like the old 1 Button Hit the Penguin one (and the million clones)... but instead the player is a giant and hits a boulder and it crashes through a city... kinda like Angry Birds on methamphetamine... The trick is making the city destruction interesting... like they did in PixelJam's Mountain Maniac
http://www.youtube.com/watch?v=zmFKvp62dG4
Could be expanded upon with classic hit the penguin progression - Earn points for breaking cities to buy more powerful hitting and bigger boulders... and then smash stuff even better to earn more points and grow even stronger.
Ohh! Now I want to prototype this!
Ok, I like you ideas, and having finished my design (in 20 minutes of designing) I have come to my target, which is a platformer with a twist. What I will say is this though, your reverse bullet hole idea scared me because its similar to what Im doing for the platformer. (Which I promise is unrelated to your post, I was driving from 8:20 till 8:50 and only just came onto the forums). Im now going to throw together all the programmer art I need, then build the datastructure I need to pull of what I want (while pygame installs) and then get going on it. Will post more as I go along.
Also, you will be surprised what can come out of 24 hours of development ;)
BlackShipsFillt
11-12-2010, 09:47 PM
Cool! I will take your word for it that your concept is a product of simultaneous invention... (not that it matters either way)... I'm sure that if I had suggested another 20 ideas I'm sure I could have guessed it exactly :)
If I do get the time I prototype a barebones version of a Hitting-Object-And-Smashing-Stuff game... but I don't think it'll happen within the timeline of this informal comp (I'm really busy at the moment), although maybe Saturday if I have an excellent week. (I know it's the least original of the ideas I suggested... but it would be cathartic to play and especially cathartic to develop)
No stress, whenever you can take part you can do so :)
3 hours in (http://twitpic.com/3f2hw5)
Ok, so with 8 hours 30 mins to go, I have a game that is in beta stage. It is pretty simple, Jimmy is the hero of the story, and he has to traverse perilous levels to win the heart of his love. Unfortunately he is rather stupid and follows some very simple movement patterns. HE also doesnt think things through very much so he is prone to death. It is your job, as the god of platformers to use the objects at your disposal to divert Jimmy in such a way that he gets from the start (the green portal) to the end (the pink portal) without drowning, getting burnt, getting swallowed by quicksand or bumping those nasty spikes. Screenshot. (http://twitpic.com/3f8fi2)
Download: Version 1 (http://www.box.net/shared/lptt6pq639)
Notes:
- The brown square thing you place allows you to safely pass through sand (brown squares)
- The suits (fire and water respectively) allow passage safely through fire/water
- The springs/jump pads launch Jimmy up to blocks, then one diagonally up to the left
- The fans activate when Jimmy is on the same block as them, and their directions work as follows:
-- Rotation order: Up (start), right, down, left
-- Right click to rotate (sorry, wrote left here by mistake earlier)
Here are the other controls:
- r - resets
- n - random map
- placement:
-- click an object in the top list, and then click in the room
- to start:
-- click middle mouse, or click left and right mouse at the same time
If you want to make maps go into dev mode by pressing P, C will clear the map for you, S will save the map (only save the final version), you can share your map files with anyone, they just need to add the map file name to their list.txt in maps/
henniedebeer
12-12-2010, 01:05 PM
Looking good!
dislekcia
12-12-2010, 06:31 PM
Random idea: These sorts of games are often a lot more fun when placement isn't 100% precise. For instance, if you had a solid (read: deterministic) physics system that always did the same thing, then you could have pixel perfect positioning of objects in the game world that Jimmy would interact with. Then, if you add in a limiting mechanic on how the objects are placed, say have Jimmy throw them in the direction of the mouse cursor when a button is pressed, you'd have a much larger "solution space" which would rely on a little bit of finesse from the player as well.
Something like that could be a lot of fun ;)
Yeah, but Im not so hot on the physics, so within the 24 hours a more static system is easier to implement and debug :) I'll probably expand on this at some stage (touch wood)
Bonezmann
12-12-2010, 08:06 PM
What about resources, like 3D characters, NPC's, levels and such. Do we have to make them withing the 24 hour period too, or can we make them before we actually start making the game? Also, should I do this in GM, I'm planning on working from a "template" I found on yoyogames.com, is this allowed, or should it be from scratch? #giad (:P)
BlackShipsFillt
12-12-2010, 08:18 PM
It's a clever little idea (it was kind of somewhere in between my reverse bullet-hell and my one button running-guy game :P ), I did have trouble with the fans (which need the text-thing to make more sense)...
I thought the fans were bouncy flowers for ages... until I found out about the rotating thing.
I'd like to have a bit more behaviour coming out of Jimmy... like putting down pizzas that temp him to walk in another direction. Or a barking dog which he runs away from (unless maybe he has the pizza, which he feeds to the dog).
Also there could be other challenges where he can to bring items to the door... like Jimmy's love interest likes him more if he carries some flowers. This would make some alternative goals (for bonus points or something).
Impressive for one day!
@bonezman: The original one we went in with a template project, and as far as art goes, if you have it use it. The point is more to get you developing something, and realising if you spend the time that you CAN be doing awesome stuff, dont stress too much about the details.
@blackships: Yeah, those are awesome ideas :P As are Danny's, but I wont add them to the pygame build, Im going take this "proof" of concept and add in things I wanted but werent essential in Laboratory (*cough* fuzzy *cough* ;) )
And without further ado, the "final" version, without the sound effects I have as for some reason the sound code doesnt play nice with py2exe either and I couldnt find a solution, BUT it does have text now, so yeah, you can now see what direction the fans are facing. Now with various bug fixes, and some improvement of the structures I was using, version 1 (http://www.box.net/shared/lptt6pq639) :D
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