I have sinned.

I wrote the ugliest code in my professional careeer.

I have been punished.

I have seen my weaker self laughing at me terrible, because of being succumbed to take evil short cuts.

I had nightmares to finish this game, because of my sins.

I'll never do this again.

AMEN

--------------------

Jesus! What a rodeo ride the creation of this game was. Due the inner whisper "Ah just one more line and it`s finished,...no, you don't need any annoing OOP stuff or event system or component based entity model....just look! One more little if and else and you can catch this problem." I wrote the worst spagethi stuff.

As a result in this condition the game is right now, I´m not able to correct a fault I made and to adjust the AI....to be smarter than a brainwashed hamster.


My goal for the future is: Not to finish at any cost within the week limitation, instead having a clean, clever reusable code to be proud of.


The result can be played here.


Anja8 years ago

Thanks a lot for playing, guys.

@qubodup

I didn`t know, the cards turning so strange on other computers. I'll investigate this in a future week of creativity lack. ;-)

@Bobbo
I`m torn between this two conditions, I'll love to be able to explore here stuff and problems free and easy with no "controlling" instance or somekind of pressure but the ego of myself. But one the other side, I'm afraid of working too sloppy in every aspect of this projects, not only the result (because the reallife time dont alllow more freetime to spend on it) but also the execution. My personal goal is to reach hopefully one of this two points with my projects.

Or just have fun like this week :-)


@Stephan
Great points to improve my future games, thank you!

qubodup8 years ago

It's too small to properly see for my 10'' netbook but I'm so glad the AI is an equal to my short term stupidity :)

Bobbo8 years ago

For me, the one game a week isn't about nice code. In fact, it has brought about some of the hackyist, ugliest barely functional code I've ever written. But it does teach you how to (and not to) do things and what is important to write well. When I ported Catabalt last week the second time was quick and the code is sooooo much cleaner, even though it was written in an engine I'd never used before. Coding quick and dirty leads to elegant and clean code later on.


No time to play the game now, unfortunately. I'll give my thoughts a little later.

Stephan8 years ago

Good to see you back, Anja.

I like memory games. Although I am really bad at it. So for me, it's rather good that the computer player also is struggling with his memory. :) And I have been there at the spaghetti code so I understand your struggle.

Some small things that could improve the "flow" of the game:

- Make the cards bigger. They seem rather tiny in the web player resolution and you have space left to all sides and inbetween.

- Wait for cards to be hidden again before letting the CPU turn the cards. Separates the my turn and CPU turn more.

- Animation could be faster.

- Highlight of whose turn it is could be increased.

More submissions by Anja for One Game a Week

This was the most relaxing project so far. It's not a game, I just created this evening a little toy for having fun.

Play it here

You need sound to be turned on.



EDIT: V1.1. Ok, after thinking a bit about the math, here's the more accurat version. The visual disc handling and the sound modification are now more realistic.


EDIT 1: I have to admit, I totally underestimated the difficulty of making a memory. A cool learning experience for myself!
I fixed the bug, now I can find the right cards and dismiss them when found.

Still there is a ToDo List:

- AI which is plaing against the player
- The juice around the logic, like for example the showing and hiding of the cards....
- More juice: Music and soundeffects.

I will continue this project this week to get hopefully a nicely playable version of it.

-----------------------------

This sunday I created a Memory. But I have recognized somewhat late that I've produced a mistake in my card sorting logic. So I have to fix this tomorrow, because I'm getting tired now.


To mix it up, here the look to the inside of the game:

Due this seems to be our week for slowing down the pace, I only write something about my efforts, without having a playable game to show.

My goal was to create a reversi clone, but I haven´t the time to fullfill this plan.It looks like this, but the mechanics are not implemented yet.

This week my inspiration was quite low, so I decided to make what all lousy inspired people do - a clone of something old, but brilliant.

The result is BreakIt, a very simple version of Breakout.


For me, it was a training day for getting to know the new unity standard shader and some procedual shaders I´ve found.Right now, there is only one level and very limited gameplay.

Play it here


angitech.de

Finally done! ;-) Holidays and gamestreaks don' t really fit.

My idea was to bring a simple, but amusing concept to life:

Guess the correct amount of marbles to win.

Play it here

This time, as suggested, I used specific ranged randoms to adjust the difficulty. The result is really a much more intruiging gameplay.


V.1.1
Thanks to your feedback, I added some sound for the audio feedback and added two more stages to the gameplay.



angitech.de

My first attempt to produce a litte game in under 10 hours.

The goal of the game is to reproduce the shown color with the help of three colorpots.


- Add one color by pressing the brightcolor buttons on the right side.
- Remove one color by pressing the darkcolor buttons on the right side.

The Game is stored here to play it online.


Have fun!


Edit: V.1.1
- Fixed the button problem
- Changed the input, so you can hold the LMB
- Changed the colorpot colors somewhat cosmetically.
- Added 5 more levels.

Thanks to all commentators for giving great feedback to improve it!


http://angitech.de/

One Game a Week

Create any kind of game - each week

weekly from 2015-03-30 to 2016-03-28