PyWeek 15
The dates of this challenge are are 00:00 UTC Sept. 9, 2012 to 00:00 UTC Sept. 16, 2102. (That is 02:00 local time.)
Put your name here if you want to participate (however much):
Links
Ported to HTML5 - play it now in your browser! https://thp.io/2013/onewhaletrip/
PyWeek Team and Submission Unlisted members: don't forget to register (it's ok if you are late).
talk.maemo.org Thread: Feedback for the MeeGo package
Video of Gameplay with OpenGL Renderer: New postprocessing shaders (April 2013)
Video of Gameplay with Original Renderer: Without OpenGL postprocessing effects
Participation
Late additions to the team are welcome! In order to participate, you have to create an account and tell us your username.
Theme
The theme for this challenge is "One Way Trip." So there.
Coordination
Face-to-face: we will kick this off on Sunday, 2012-09-09 around 5pm at the Metalab. The time is only tentative, so watch this page for last-minute updates. Another get-together will probably follow on Monday.
Email: we are going to hijack the PyUGAT discuss mailing list for the duration.
Chat: come to our IRC channel on freenode.
Code: https://bitbucket.org/pyugat/pyweek1209/
Idea
Something like Jump'n'Roll, Skyroads, the Bit.Trip games or even "Guitar Hero." Something that scrolls back to front, gameplay consists mainly of learning long sequences of moves, the rhythm of the soundtrack may influence the gameplay or may depend on it. (kirill, hop)
Design
Space
UFOs, planets, rockets, explosions, aliens, aliens run towards their UFOs, anthropomorphised UFOs, rings of Saturn as race track, space whales.
Whales
Whales, ocean, submarines, petunias!, under water
Dragons
Dragons hunt sheep and cows, fire, panic, people fleeing.
Sheep
Jumping over fences, farm machines, silos -> rockets, hay, cows, pigs, people (farmers), dogs
Abstract
Balls, cubes, geometric forms, boooooring.
Gameplay
After the first meeting we are trending towards the "underwater" theme due to it's novelty.
The gameplay consists of the world advancing onto the player front-to-back (as in Skyroads, Desert Bus). Occasional Goodies that the player has to collect and Baddies that the player has to avoid advance on the player as the level progresses. Due to perspective, as objects get closer they get bigger.
Top 10% of screen is above water - for deco. Bottom 30% - sea ground. The middle - the playable area. The 20% on either side are not accessible to the player.
Some possible entities (deco or game-affecting): starfish, divers, whales, sharks, dolphins, mermaids, seahorses, shells, bubbles, seaweed, ...
Story
Something about the love of a Whale and a Submarine? Maybe a robotic-whale-submarine-villain kidnapped the whale's girlfriend?
Prerequisits
PyGame
Installing PyGame on OS X with SDL from homebrew takes some fiddling. Follow this guide: http://www.daskrachen.com/2011/03/installing-pygame-using-homebrew.html
Features
Feature |
Priority |
Scenes |
High |
Text skipping in scenes |
High |
Darker further enemies |
Medium |
Pearl counter (score) |
High |
Life indicator |
High |
Level Design |
High !! |
Enemies should disappear earlier |
Low |
Random Level |
Low |
Enemies size problem when close |
Medium |