Monday, November 6, 2017

PyWeek 24: HackerBot

"HackerBot" was my solo entry for PyWeek 24 (October 2017), a twice yearly video game development competition that gets competitors to build a complete game from scratch in seven days using the python programming language. This competition's theme was "They're Behind Everything" and I made a 3D stealth game in which you control a little hacking robot trying to break into a space-based installation and steal data. You can "hack" into (and take control of) more powerful NPCs in order to help complete objectives (hence you're behind everything).


The game character is a little bot that can crawl around and jump from asteroid to asteroid. You need to avoid being detected by much more powerful "SentryBots" and turrets that essentially one-shot you. Your only "weapon" is your ability to "hack" into things when they get close enough: you can hack into shield generators to shut them down and access new areas, you can sneak behind guarding turrets and put them out of operation and you can even hack into passing SentryBots, take control, and wreak some havoc with their on-board weapons. The game features six levels and a giant boss battle to boot!


I was super excited to win both the individual entry and overall competition winner with a score of 4.29 out of 5.0. This score puts the game into the top ten PyWeek entries of all time (tied in at number 7, out of more than 1000 games over more than 10 years!) so I was pretty pleased with the result :).

Here you can find a full playthrough of the game, broken up into two parts:

You can currently download the game as either a source release (works with Windows/OSX/Linux, but requires additional installations) or as a standalone Windows application (I'm still in the process of getting the standalone OSX version working):

Windows (tested on Windows 7/10): (41Mb)

Mac OSX: stay tuned!

Source Distribution (compatible with Windows/Mac OSX/Linux, requires python 2.7, pygame, numpy and PyOpenGL, see installation notes in README): (8.3Mb)

If you are having trouble getting the game to run, or have a bug/crash to report, please email:

Saturday, March 18, 2017

PyWeek 23: My Enemy's Enemy is my Friend

"My Enemy's Enemy is my Friend" was my solo entry for PyWeek 23 (February 2017), a twice yearly video game development competition that gets competitors to build a complete game from scratch in seven days using the python programming language. This competition's theme was "The Lesser of Two Evils" and I made a 3D tactical space shooter in which you work for an insurgency against an oppressive colonial government after your family is killed in a government attack; your character reflects on your retaliation against government civilians and is forced to question what action should be taken when faced with two evils. This comp I went solo for the first time since my first entry back in 2014 (my usual wingman for Team Chimera, Lucid, was taking a break).

The game was inspired by 1990's space shooters such as Colony Wars and X-Wing vs. Tie Fighter. Instead of using 3D hardware acceleration via graphics libraries such as opengl (or the pyopengl python bindings), I decided to experiment with the idea of doing 3D all on the CPU, in python. I was keen on this idea because installing 3D library dependancies in python can be a bit of a pain, with slightly unpredictable results ... also, I just got stuck on the idea early in the process, and I'm stubborn :). I managed to implement a basic engine for rendering 3D flat shaded graphics by performing camera projection and lighting calculations for triangular faced models using numpy and rendering faces using "pygame.draw.polygon". I added to this a basic horizon texture mapping (using numpy and "pygame.draw.surfarray" and rendering of circular particles using "" and circle radius computed based on camera depth using numpy. The array of resulting 3D effects was pretty simple, but I think it worked pretty well: I had something that looked at about the same level (maybe a touch better?) as Starfox did on the SNES.

I ended up ranking second in the individual entries and third overall, a result I was very happy with. I received a fairly high "production" score (4.8 out of 5.0), so I was pretty miffed that players thought the graphics were decent enough.


Here you can find a full playthrough of the game, broken up into three parts (with a fourth showing an alternative ending to the game):

I'm currently working on getting a binary release/installer for OSX/Windows, but for now you can play them game by installing the source distribution (requires python, pygame and numpy) by downloading the game from the pyweek page: My Enemy's Enemy is my Friend.

Thursday, February 2, 2017

Global Game Jam January 2017

Global Game Jam is an annual event held at approximately 700 sites simultaneously across the world in which participants join teams to create a video game in 48 hours. I participated in the event for the first time this year in January at the North Sydney Institute of TAFE's site and had a blast! This year's theme was "Waves" and joining in an enthusiastic team with three other people I met at the event, we created our game "Jet Ski Jousting".

I was a little apprehensive when I turned up to the event on a Friday afternoon, not knowing anyone, and not being sure if I'd even be able to join a team. Luckily I ran into a pair who had done the event for at least the last three years and needed some audio. Overall there were about 60-70 people there (I guess) and everyone was super friendly and inclusive. There were a range of different games types and platforms, people doing standard PC games, tablet games, VR etc.

I did the sound and music for the game (and a little bit of UI art) which was a great experience, as I've mostly been involved in programming or game design in previous projects. I used Musescore to compose the background theme and a little victory jingle, and used Audacity to chop and post-process a range of open-licenced sounds I found online, mostly through for sound effects. I combined these all together and integrated them into our game (which was built in Unity) using FMod, which I had never used before; it was relatively easy to pick-up with a few pointers from one of our other team members who knew what he was doing.

Jet Ski Jousting runs on Android and PC/OSX (source distribution requires Unity) and can be downloaded here: Jet Ski Jousting (Global Game Jam 2017)

I had a bit of spare time on one of the mornings so I also worked on a little side-project game. I had brought along my Wii Balance Board that I picked up from an Op Shop a few weeks ago, and a Raspberry Pi 3. I previously got the Wii Balance Board to talk to the RPi over Bluetooth using python, so I worked off this to build a game in python/pygame called "waverider". It's a sort of motion-racing game where you have to accelerate a particle along a wave function by leaning left and right to steer the particle up or down the hills in the wave function, racing another particle to get to the end of the course.

Good thing about using the RPi was that I could plug it into a ceiling mounted TV hanging above a busy thoroughfare and leave the balance board on the ground nearby, so passerbys could casually play. People seemed to enjoy the game; a bit of physical movement was probably a nice respite from intense work in front of a computer screen.

The code for the game is available here: Waverider (Global Game Jam 2017)

Tuesday, January 31, 2017

Wii Balance Board

A few weeks ago I walked into Vinnies to drop off some old clothes and knick-knacks we no longer needed. On display I found an old Wii console, complete with wiimote, nunchuk, a couple of games and a Wii Balance Board, all for $20 ... Bargain! I couldn't help myself so I went ahead and bought it, hence bringing home more junk to fill the space left by the clothes we gave away :).

The balance board is pretty cool: it has four weight sensors on the four corners of the board that allow for a measurement of the total weight of the person standing on the board and also data on their center of gravity in two dimensions. I found this cool app on osx for connecting to the balance board and providing a simple bathroom scales. Worked well on my Macbook so I decided to dig around for libraries that could connect to the board and provide the same data. I found two different solutions here and here, both of which were in python (which works for me), but unfortunately seemed to be Linux only. I decided that perhaps I would make this a Raspberry Pi project. I had trouble getting the first solution to work, as it was a patch to an existing svn repository that didn't seem to be there anymore (at least it seems like the project has switched to a different versioning system, and I wasn't so sure how to go ahead with the patch). I found I could get the second method (Gr8W8Upd8M8) working well.

I modified the code to create a daemon thread that would continuously read data from the balance board and provide it to a queue such that the sensor could be monitored continuously by a background process and interface with an application in the foreground.

The python code that provides the interface to the balance board can be found here:

I ended up using the code in a Global Game Jam game I made using python and pygame (waverider). I'll talk more about that in my next post.