The PyWeek challenge:
- Must be challenging and fun,
- Entries must be developed during the challenge, and must
incorporate some theme decided at the start of the challenge,
- Will hopefully increase the public body of python game tools, code
and expertise,
- Will let a lot of people actually finish a game, and
- May inspire new projects (with ready made teams!)
You may either enter as an individual or as a team with as many members as
you like. Individuals and teams will be judged together (we figure the benefits
of being in a team are outweighed by the disadvantages of being in a team).
All members of a team get to vote (though not for their own team), enter diary
entries and upload files. People may join more than one team.
During the challenge, competitors are encouraged to hang out on IRC and
post diary entries (diaries are supplied as part of the challenge).
By signing up to the challenge, you are agreeing to abide by
the system conditions of use.
The intent of this rule is to provide a level playing-field for all entrants. This has
a number of aspects:
- You can't have a personal "library" codebase that you use during the competition,
- If you do have a library you must release it within a reasonable amount of time
before the challenge starts so that others may have the opportunity of using
the library, and
- If you do release a new version of a library around the time of the challenge, we
would ask that you make all efforts to not sabotage existing users of your library
(see rule 9. Target Platform.) It's probably safer to wait until after the
competition to release the new version, and use the old version for the competition.
You are allowed to use existing libraries that have been available
for at least one month before the challenge (and are well documented).
The libraries must not implement any game logic. The entire PyGame library
is OK to use, as are PIL, PyOpenGL, PyODE, PyOGRE, etc. Links:
- http://pygame.org/
- Pygame is a set of Python modules designed for writing games. It is
written on top of the excellent SDL library. This allows you to create
fully featured games and multimedia programs in the python language.
- http://mu.arete.cc/pcr/cat/pygame
- The PyGame section of the Python Code Repository has scripts, functions,
and snippets to aid you in your programming endeavors.
- http://pyopengl.sourceforge.net/
- PyOpenGL includes support for OpenGL v1.1, GLU, GLUT v3.7, GLE 3, WGL 4,
and Togl (Tk OpenGL widget) 1.6. It also includes support for dozens of
extensions (where supported in the underlying implementation). OpenGL is
an environment for developing high-performance 2D and 3D applications.
- http://www.pythonware.com/products/pil/
- Adds image processing capabilities to your Python interpreter. This
library supports many file formats, and provides powerful image
processing and graphics capabilities.
- http://pyode.sourceforge.net/
- PyODE is a set of open-source Python bindings for The Open Dynamics
Engine, an open-source physics engine.
- http://www.ogre3d.org/wiki/index.php/PyOgre
- PyOgre is a python binding for Ogre. Meaning you can use all Ogre
functionality using python instead of C++. Ogre is an OO 3D rendering
engine built on top of OpenGL and DirectX.
- http://slut.sourceforge.net/
- Slut is a programming framework for generative, synthetic, interactive,
network-enabled graphics. It is a layer above PyGame, PyOpenGL and Twisted.
- http://www.imitationpickles.org/pgu/
- pgu includes several scripts and libraries. The scripts are a tile editor and a level editor.
The libraries include a state engine, a full featured gui, document layout, html rendering,
text rendering, sprite and tile engine, and a timer.
- http://ocemp.sourceforge.net/gui.html
- OcempGUI is an abbreviation for Ocean Empire GUI. and denotes a toolkit,
which contains a set of various user interface elements based on and for pygame.
- http://lgt.berlios.de/
- LGT is a collection of modules to assist with game development in the
Python programming language, using the pygame libary.
- http://sjbrown.users.geeky.net/w/Poutine
- A collection of widgets that provide a pygame Sprite interface
- http://www.ixi-software.net/content/body_software_mirra.html
- Mirra is a 2D openGL python framework.
- http://oomadness.tuxfamily.org/en/soya/index.html
- Soya 3D is a very high level 3D engine for Python.
- http://oomadness.tuxfamily.org/en/pyopenal/index.html
- PyOpenAL is a binding of OpenAL (http://www.openal.org) for Python.
OpenAL is a cross-platform 3D audio API appropriate for use with
gaming applications and many other types of audio applications
- http://oomadness.tuxfamily.org/en/tofu/index.html
- Tofu is a practical high-level network game engine, written in Python
and based on Twisted.
- http://www.vrplumber.com/py3d.py
- A small collection (64 packages) of pointers to Python software for working in
three dimensions.
- http://www.pymedia.org/
- PyMedia allows you to parse, demutiplex, multiplex, decode and encode
wav, mp3, ogg, avi, divx, dvd, cdda etc files manipulations.
- http://rene.f0o.com/rdpyg/
- A collection of code for games using python.
Mostly code for use with games made with pygame, and/or pyopengl.
Although some of it can be used outside.
- http://people.cc.jyu.fi/~shang/projects/pygext/
- Pygame Extended (or pygext) contains additions to pygame.draw (e.g.
rectangles with round corners), an opengl accelerated 2D vector graphics library
and a full blown, event-based sprite/scene engine.
- http://panda3d.org/
- Panda3D is a 3D engine: a library of subroutines for 3D rendering and game
development. The library is C++ with a set of Python bindings. Game development
with Panda3D usually consists of writing a Python program that controls the the
Panda3D library.
- http://cgkit.sourceforge.net/
- The Python Computer Graphics Kit is a generic 3D package that can be useful in any
domain where you have to deal with 3D data of any kind, be it for visualization,
creating photorealistic images, Virtual Reality or even games.
- http://tdelusion.sourceforge.net
- "tdlib [is] a package of Python modules for doing the sort of things I think I will need to
do to write a game". Downloads at http://sourceforge.net/project/showfiles.php?group_id=56960
- http://pduel.sourceforge.net/spyre/
- SPyRE is a lightweight OpenGL graphics engine, written entirely in Python.
It includes a variety of cameras, several interfaces for user interaction,
lighting controls and fog.
There's also some books that specifically cover game programming in Python:
- http://www.charlesriver.com/titles/pythongame.html
- "Game Programming with Python is about building games using Python. It deals with
general concepts of game development and specifics that apply when using Python
for game development. Some of the general topics include simulations, game
architectures, graphics, networking, and user interfaces."
- http://www.handysoftware.com/cpif
- "The author set out to write a book like the one he used to teach himself programming at age 12. ...
This book has been successfully used by homeschooling families and public school teachers."
The library and example code supplied with the book is also available for download.
You are not allowed to use any exising personal codebases. This includes
using those codebases as a point of reference. Hint: release the code well
before the comp as part of a tutorial. Then you may refer to it -- and so
may the other competitors.
This is a Python programming challenge, but that doesn't preclude the use
of supporting languages (eg. C or C++ libraries, Javascript in HTML web
pages, and so on).
The challenge starts 00:00 UTC Sunday and finishes 7 days later at
00:00UTC Sunday.
Work done on entries before this time would be considered cheating.
Entries will only be accepted after this time if there has been
an error in packaging or transmission. If your game crashes then it's on
your head. You should allow time for testing well before the deadline.
The theme of the challenge will be determined by a two-step vote in the
week leading up to the challenge.
- A week out, all competitors select their favourite themes from
the themes list. Everyone gets 10 votes which they use to select 10
themes. Votes are tallied. Ties are decided by random choice.
- The five winners from that round go into a final vote 24 hours
before the challenge. All participants get to place a preference
against each of the five final themes. The vote preferences are tallied,
according to instant-runoff rules. The winner of that vote is announced
at the point that the challenge begins.
All votes will be recorded for later examination.
Judging of final submissions will be done by your peers, the other souls brave
enough to grind away for 7 days and compete with you (and finish).
Judging is performed by the
individual competitors, so every member of a team entry gets to vote.
Competitors are not allowed to vote for any submissions they are involved with (so
people signed up to multiple teams can vote for none of those teams).
Judging will be done in three categories rated 1-5:
- Fun
- Innovation
- Production (graphics, sound, polish)
- Overall
Gold, silver and bronze awards will be given for each category.
Finally, competitors may vote that a submission be disqualified for one of three
reasons:
- Did not follow the theme of the challenge,
- Did not work on the target platform, or
- Entrant cheated.
A submission that gets more than 50% disqualification votes is not eligible
for any prizes, though they'll still appear in the rankings ("do'h, if
only I'd followed the rules!")
As with the use of existing codebases, the intention is that all entrants
start with a level playing field in artwork too. This means you shouldn't
develop artwork beforehand that you intend to use during the challenge
unless you also make that artwork freely available to all other entrants.
There should be absolutely no breach of licensing. You can't just
cut-n-paste in artwork from The Simpsons (TM). A list of good, free art
resources:
- Tutorials
-
- Fonts
-
- Stock Photos
-
- Clip Art
-
- Textures
-
- Pixel Art
-
- Music
-
- Sound Effects
-
You may upload your final at any time during the challenge. You may even
upload multiple final submissions - but only the last one will actually be
used for judging.
Your entry should include all code and data required for running, and
instructions about how to run the entry. Consider using py2exe to generate
a Windows executable (though also recognise that some people don't have
Windows.)
Your entry must include all source code. You retain ownership of all source
code and artwork you produce. The Free Software Foundation has a handy
page of free software licenses which may help you figure out how to
license your entry.
Any online documentation may be used. This encompasses anything that might
be viewed in a web browser and found by Google by any of the challenge
entrants. Mailing lists and bulletin boards count.
If online documentation includes code snippets, that's ok, just don't
cut-n-paste the code directly into your game.
If the online documentation is only code (ie. it's a web CVS viewer, or
similar) then it's not OK.
Any existing code you've written should be considered out-of-bounds for the
duration of the challenge.