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.
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
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
Improvements to osc (especially with regards to the Git workflow) by mcepl
Description
There is plenty of hacking on osc, where we could spent some fun time. I would like to see a solution for https://github.com/openSUSE/osc/issues/2006 (which is sufficiently non-serious, that it could be part of HackWeek project).
Song Search with CLAP by gcolangiuli
Description
Contrastive Language-Audio Pretraining (CLAP) is an open-source library that enables the training of a neural network on both Audio and Text descriptions, making it possible to search for Audio using a Text input. Several pre-trained models for song search are already available on huggingface
Goals
Evaluate how CLAP can be used for song searching and determine which types of queries yield the best results by developing a Minimum Viable Product (MVP) in Python. Based on the results of this MVP, future steps could include:
- Music Tagging;
- Free text search;
- Integration with an LLM (for example, with MCP or the OpenAI API) for music suggestions based on your own library.
The code for this project will be entirely written using AI to better explore and demonstrate AI capabilities.
Result
In this MVP we implemented:
- Async Song Analysis with Clap model
- Free Text Search of the songs
- Similar song search based on vector representation
- Containerised version with web interface
We also documented what went well and what can be improved in the use of AI.
You can have a look at the result here:
Future implementation can be related to performance improvement and stability of the analysis.
References
- CLAP: The main model being researched;
- huggingface: Pre-trained models for CLAP;
- Free Music Archive: Creative Commons songs that can be used for testing;
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