Two trainees embarking on their coding adventure!

A lack of beginner-level projects brought us to the idea of starting our own little game forge.

Using Python, Pygame and a lot of creativity.

(Hopefully) Starring Geeko, Sleeko and you! :D

Looking for hackers with the skills:

python gamedesign creativity

This project is part of:

Hack Week 11

Activity

  • almost 8 years ago: paper318 liked this project.
  • almost 8 years ago: paper318 disliked this project.
  • almost 8 years ago: paper318 liked this project.
  • almost 8 years ago: paper318 disliked this project.
  • almost 8 years ago: paper318 liked this project.
  • almost 8 years ago: paper318 liked this project.
  • almost 8 years ago: paper318 disliked this project.
  • almost 8 years ago: paper318 liked this project.
  • almost 8 years ago: paper318 liked this project.
  • about 11 years ago: drpaneas liked this project.
  • about 11 years ago: fschueller added keyword "creativity" to this project.
  • about 11 years ago: fschueller added keyword "gamedesign" to this project.
  • about 11 years ago: fschueller added keyword "python" to this project.
  • about 11 years ago: bhertwig liked this project.
  • about 11 years ago: fschueller liked this project.
  • about 11 years ago: fschueller joined this project.
  • about 11 years ago: bhertwig started this project.
  • about 11 years ago: bhertwig originated this project.

  • Comments

    Be the first to comment!

    Similar Projects

    Bring to Cockpit + System Roles capabilities from YAST by miguelpc

    Bring to Cockpit + System Roles features from YAST

    Cockpit and System Roles have been added to SLES 16 There are several capabilities in YAST that are not yet present in Cockpit and System Roles We will follow the principle of "automate first, UI later" being System Roles the automation component and Cockpit the UI one.

    Goals

    The idea is to implement service configuration in System Roles and then add an UI to manage these in Cockpit. For some capabilities it will be required to have an specific Cockpit Module as they will interact with a reasource already configured.

    Resources

    A plan on capabilities missing and suggested implementation is available here: https://docs.google.com/spreadsheets/d/1ZhX-Ip9MKJNeKSYV3bSZG4Qc5giuY7XSV0U61Ecu9lo/edit

    Linux System Roles: https://linux-system-roles.github.io/


    Gods & Steel: Tactical Prototype by pherranz

    Description

    A turn-based tactical combat prototype built in Godot, featuring two techno-sorcery factions in strategic warfare. This proof-of-concept demonstrates core gameplay mechanics including alternating activations, unique faction abilities, and tactical positioning on a grid-based battlefield.

    Goals

    Primary Objectives: Implement a complete turn-based tactical combat loop with alternating unit activation Create two distinct factions with 3-4 units each, showcasing unique mechanical identities Develop a modular code architecture for easy expansion to additional factions Deliver a playable 3v3 battle scenario with basic AI opponents

    Technical Milestones: Grid-based movement and positioning system Alternating activation turn manager Unit ability system with faction-specific mechanics Basic AI decision-making (move → attack patterns) Health/damage system with win/lose conditions

    Stretch Goals: Simple cover system for tactical positioning Additional faction-specific special abilities Enhanced visual feedback for actions

    Resources

    Technology Stack: Engine: Godot 4.2 Art Style: Top-down 64x64 pixel art Programming: GDScript Version Control: Git Tools: Aseprite/LibreSprite for pixel art, TrenchBroom for level blocking

    Development Approach: Day 1: Core architecture (scenes, grid system, unit base class) Day 2: Turn management and basic movement Day 3: Combat system and faction abilities Day 4: AI implementation and balancing Day 5: Polish, bug fixing, and demo preparation

    Technical Architecture: Scene Manager (handles game flow) Grid System (pathfinding, positioning) Unit Manager (turn order, activation) Faction System (modular ability definitions) AI Controller (state-based decision making)

    Asset Pipeline: Placeholder art → Greybox prototyping → Final pixel art Modular unit definition using Godot's resource system Data-driven ability definitions for easy balancing