Posts Tagged ‘teacher’

Weaponizing the Classroom

Posted by
Saturday, April 18th, 2015 12:43 am

Progress on our game is going amazing! Evan has been writing all of the game code while Ben draws the preliminary sprites for the first level.

The idea was to put the player into the shoes of a student, acting out in class with paper airplanes, spit-balls, and other disruptive “weapons” while trying to keep away from the patrolling teacher.

We are using the unconventional weapon theme to produce improvised disruptions that would be found in a students’ reach, and hurling them at other students.

Here is a screenshot of the current testing phase:


Probably my last little update before the deadline

Posted by
Sunday, August 26th, 2012 2:23 pm

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

Posted by
Saturday, August 25th, 2012 8:07 pm

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Another peek-a-boo update

Posted by
Saturday, August 25th, 2012 2:27 pm

Just trying to build a habit of checking in every few hours.  Still plodding along, but no major breakthroughs yet.  I’m building up the infrastructure for my critters – I’m calling them Evomemes.  Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.

Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content!  One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it.  Usually with LD you end up with one or two tiny levels, and that’s it.  I want more!  I want full RPG goodness!  I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction.  GO GO GO!!!

Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!

I was out of LD23, but now I’m back and I’m IN!

Posted by
Tuesday, August 21st, 2012 5:59 pm


So, quick story:  I’m now a high school teacher! Today was my first class ever!  Hooray!  What am I teaching, you may ask? Why Game Design, of course!  Now, my class will only have met two times come this weekend, so I doubt any of my students will be able to participate, but I wanted to use LD24 as an opportunity to show that how much you can do even with only the TINIEST amount of programming know-how and time.  That being said; here’s the tools I’ll be using this weekend:

Python 2.7


That’s right!  No external libraries, not even PyGame.  No Sound.  No graphics.  I’ll also ONLY use the most basic techniques in programming; those I expect to cover in the first two weeks of class.  This means the only programming constructs I’ll use are:

Basic text/number I/O, basic math and conditional structures, basic if/else, simple variables types (INT/STRING/maybe FLOAT), basic looping structures (For… maybe WHILE).  I may through in an “import random”… and then two 2nd-week concepts I may use for sanity’s sake; simple function declarations and lists.
My goal is to create a fun, text-based game in 48 that can show my students what sorts of power is at your fingertips even with only a few hours of programming experience if you are creative about it.  Once they’ve covered all the topics I mentioned above, I’ll give them 2 weeks to create a game of their own, and we’ll see what they can come up with :)


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