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:
This project is part of:
Hack Week 11
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Update M2Crypto by mcepl
There are couple of projects I work on, which need my attention and putting them to shape:
Goal for this Hackweek
- Put M2Crypto into better shape (most issues closed, all pull requests processed)
- More fun to learn jujutsu
- Play more with Gemini, how much it help (or not).
- Perhaps, also (just slightly related), help to fix vis to work with LuaJIT, particularly to make vis-lspc working.
Improve/rework household chore tracker `chorazon` by gniebler
Description
I wrote a household chore tracker named chorazon, which is meant to be deployed as a web application in the household's local network.
It features the ability to set up different (so far only weekly) schedules per task and per person, where tasks may span several days.
There are "tokens", which can be collected by users. Tasks can (and usually will) have rewards configured where they yield a certain amount of tokens. The idea is that they can later be redeemed for (surprise) gifts, but this is not implemented yet. (So right now one needs to edit the DB manually to subtract tokens when they're redeemed.)
Days are not rolled over automatically, to allow for task completion control.
We used it in my household for several months, with mixed success. There are many limitations in the system that would warrant a revisit.
It's written using the Pyramid Python framework with URL traversal, ZODB as the data store and Web Components for the frontend.
Goals
- Add admin screens for users, tasks and schedules
- Add models, pages etc. to allow redeeming tokens for gifts/surprises
- …?
Resources
tbd (Gitlab repo)
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/
- https://build.opensuse.org/package/show/openSUSE:Factory/ansible-linux-system-roles Package on sle16 ansible-linux-system-roles
First meeting Hackweek catchup
- Monday, December 1 · 11:00 – 12:00
- Time zone: Europe/Madrid
- Google Meet link: https://meet.google.com/rrc-kqch-hca
Collection and organisation of information about Bulgarian schools by iivanov
Description
To achieve this it will be necessary:
- Collect/download raw data from various government and non-governmental organizations
- Clean up raw data and organise it in some kind database.
- Create tool to make queries easy.
- Or perhaps dump all data into AI and ask questions in natural language.
Goals
By selecting particular school information like this will be provided:
- School scores on national exams.
- School scores from the external evaluations exams.
- School town, municipality and region.
- Employment rate in a town or municipality.
- Average health of the population in the region.
Resources
Some of these are available only in bulgarian.
- https://danybon.com/klasazia
- https://nvoresults.com/index.html
- https://ri.mon.bg/active-institutions
- https://www.nsi.bg/nrnm/ekatte/archive
Results
- Information about all Bulgarian schools with their scores during recent years cleaned and organised into SQL tables
- Information about all Bulgarian villages, cities, municipalities and districts cleaned and organised into SQL tables
- Information about all Bulgarian villages and cities census since beginning of this century cleaned and organised into SQL tables.
- Information about all Bulgarian municipalities about religion, ethnicity cleaned and organised into SQL tables.
- Data successfully loaded to locally running Ollama with help to Vanna.AI
- Seems to be usable.
TODO
- Add more statistical information about municipalities and ....
Code and data
Enhance git-sha-verify: A tool to checkout validated git hashes by gpathak
Description
git-sha-verify is a simple shell utility to verify and checkout trusted git commits signed using GPG key. This tool helps ensure that only authorized or validated commit hashes are checked out from a git repository, supporting better code integrity and security within the workflow.
Supports:
- Verifying commit authenticity signed using gpg key
- Checking out trusted commits
Ideal for teams and projects where the integrity of git history is crucial.
Goals
A minimal python code of the shell script exists as a pull request.
The goal of this hackweek is to:
- DONE: Add more unit tests
- New and more tests can be added later
- New and more tests can be added later
- Partially DONE: Make the python code modular
- DONE: Add code coverage if possible
Resources
- Link to GitHub Repository: https://github.com/openSUSE/git-sha-verify
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