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Kaotic Hegemony - v 0.03

Kaotic Hegemony is a 2-dimensional space 1 vs 1 fighting game.


Sean J McKiernan
(mekire)

Kaotic Hegemony is a 2-dimensional space 1 vs 1 fighting game.

Overview:

Based on a particular game from the early 90's that I enjoyed immensely when I was young. I have tested and confirmed that it runs on Python 2.7 and 3.x in a Windows7 environment as well as in Python 2.7 on Linux Mint. Still in the very early stages of development.

Controls:

  • Player One:
    • Movement: Arrow-Keys
    • Primary: P-Key
    • Secondary: O-Key (not implemented)
  • Player Two:
    • Movement: WASD
    • Primary: Spacebar
    • Secondary: Left Shift (not implemented)
  • Global:
    • Show FPS : F5
    • Hard Quit : Escape

Future:

Multiple ship types. Planets with gravity. Asteroids. An endless list of other elements.

Changes

The basic mechanics of movement in the environment are functional; not much else (and by not much I mean nothing else)

Links

Home Page
http://code.google.com/p/kaotic-hegemony/
Source
http://code.google.com/p/kaotic-hegemony/downloads/list

Releases

Kaotic Hegemony 0.06 — 13 Nov, 2012

Kaotic Hegemony 0.04 — 5 Nov, 2012

Kaotic Hegemony v 0.03 — 16 Oct, 2012

Pygame.org account Comments

  • Clay Stuart 2012-10-29 15:17

    This is a great beginning

    Mekire 2012-10-30 05:39

    Thanks. I would have had an update up, but I have been having issues getting my elastic collision detection to work as smoothly as I desire.
    -Mek

  • Mich Nannings 2012-11-05 13:04

    Nice. Maybe put a VS computer option

    Mekire 2012-11-05 13:17

    Yes. Once I get all the basics in place I will definitely be trying to code some AI opponents.
    Thanks for the download. Keep your eyes peeled =)
    -Mek

  • Space Max 2012-11-06 22:00

    promising, good fluidity.

  • Kaliber64 2012-11-11 11:02

    I will be interested to see the AI. As I will be attempting a similar kind.

    Mekire 2012-11-11 15:02

    I'll be interested to see how I do it too :P
    I have some outlined ideas for how I will approach it but this will be the most involved AI I have written to date.
    -Mek

  • Neccarus 2012-11-18 18:43

    Hey so this is kinda funny, but, I've been watching your game for a little while now, and actually used yours to teach me how to structure my modules and such. Anyway, keep up the good work.

  • Space Max 2012-11-21 09:39

    Nice presentation. Adds some helps for explain which keys are used.
    Adds a computer opponent, some sounds and music.
    I keep a regard to your project.
    It feels good !

    Mekire 2012-11-21 15:25

    Thanks. Coming next will probably be the menu. I intend to make the keys editable in game (and hopefully also add gamepad support, as two people playing on one keyboard sucks). AI is definitely planned but it will probably be some time before it is instituted.
    -Mek

  • Cristian 2012-11-21 17:48

    Hi Sean,
    This looks really promising!
    As I've just finished a single-axis shooter with a basic a.i. (but cannot yet create an account to upload it) and am already thinking about the two-axis a.i., I was curious about the behavior you used. But since you didn't yet implement any of it yet, I took a look through your code and it seems I'd better start using OOP before moving on, otherwise it will probably be hard to maintain. Probably I'll start be rewriting the single axis one first...So thanks, I guess :)

    Mekire 2012-11-22 07:54

    Thanks for the kind words. I'm afraid AI really is one of the last things on my list to do partly because individual ship AIs will have to be custom tailored, at least to some degree. Perhaps I will hack together a temporary AI in the meantime just so people can have the joy of attacking a moving target. As for OOP, yes, I really do honestly believe your time will be most productively spent soundly learning classes in python. I would love to see your game (why can't you upload it?).
    -Mek

    Cristian 2012-11-23 19:43

    Regarding the a.i., I think it all depends on the project's purpose. I've just discovered that if you make the agent too good at dodging bullets or predicting player movement etc., the game becomes frustrating for human players. This is exactly opposite to being fun ,which is it's original purpose - to neither seem too stupid neither super-human. If the purpose is academic or for a contest or a challenge of some sort, then this doesn't matter anymore. What I found intriguing is that for this specific project it was far easier to develop an agent-smith type agent than one that behaves human-like, but after reading about this for a while, it turns out this is one of "the issues" in a.i. in general.

    I was about to type in some ideas about FSM's but then I remembered seeing your A* so I'm pretty sure you already know how stuff works.

    I cannot create an account as the feature seems to be currently disabled. As soon as sign-ups are reopened I will upload it.

  • Mojojojo 2013-03-28 11:28

    That is great! Congrats

    Mekire 2013-04-03 14:53

    Thank you. Glad you enjoyed it. I haven't done much with this project lately unfortunately. I got distracted by recoding another of my games from scratch and lately I have been diving into OpenGL; but hopefully I will get back to it eventually.
    Cheers,
    -Mek

  • Judicaël 2014-02-26 19:53

    how do you guys post games on this website and how do you sign up to this website as i dont know how. Cos i have some good games id like to post which are finished...

    Mekire 2014-02-27 12:35

    You will have to contact Renesd (illumen). Try tweeting him at @pygame_org

    -Mek

    Judicaël 2014-02-27 17:50

    ok thx but why can you just sign up straight from the signup button?

  • Judicaël 2014-02-28 09:19

    Mek I'd be happy to help you improve this game and fullfil the todo list

  • unknown 2016-01-24 23:30

    I like it. I'm making a two player tank game like this, except I'm using sockets between computers