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ToxicSlurpee posted:Welp, looks like Team Not Actually a Team needs to crank out another game! It's called Team Not Actually a Team because it's just me. So yeah count my solo rear end in. I'm a solo act as well. Hopefully this year I actually submit something, unlike the past three years. The last game I actually submitted has its source on google code, which dates it pretty effectively I think.
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# ¿ Jun 17, 2015 20:17 |
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# ¿ Apr 27, 2024 11:13 |
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I'm sympathetic to the pain of being a judge, but if you want the event to continue to be newbie friendly there's going to have to be a certain amount of tolerance to junk. Being "meaner" is just going to convince people to not bother.
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# ¿ Jun 18, 2015 15:45 |
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2011 was my first game, and everything since then has been way too big for a single person to finish in a month. So it's safe to say I got worse with experience.
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# ¿ Jun 18, 2015 20:26 |
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I'm guessing if that theme gets picked, at least half a dozen games will be 2d side scrollers with no jumping.
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# ¿ Jun 19, 2015 02:51 |
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On the upside, if you get old without no regrets it means you haven't lived.
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# ¿ Jun 19, 2015 02:57 |
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Best critical omission idea I have so far is some kind of shooter with no bullets, best grandma game is some kind of knitting simulator, best local color is a maze game where you play a cow in downtown Chicago that's littered with oil lamps.
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# ¿ Jun 19, 2015 20:56 |
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Ekster posted:I was thinking about a Critical Omission game that plays like a standard boring indie platformer except the graphics/sound/enemy type changes a lot, simulating an extremely buggy, unfinished game. I would have to experiment a bunch to see what would work best but I think it's potentially a good way to make standard gameplay much more exciting. From a programmer perspective you could pull off some cool stuff with this idea.. like how the original Metroid and Super Mario Bros. allowed you to glitch into other areas of memory and have them be 'secret worlds.' So you intentionally make a game that has no memory bounds checking (the critical omission) and you're playing the game's code as a level.
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# ¿ Jun 19, 2015 21:59 |
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I gotta say the more I think about game ideas, the less I like the Games for Grandma possibility. I mean there's certainly things to do with that theme, but compared to the other two options it just feels like there's a lot less opportunity to do something cool.
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# ¿ Jun 22, 2015 04:19 |
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Chicago has: Burning the city down, Prohibition era mob, Rampant government corruption, Corn, Gang violence. So yeah some pretty good seeds in there.
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# ¿ Jun 22, 2015 14:39 |
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Obsurveyor posted:Local Color only works for people that live in interesting areas(i.e. big or historical cities). It's pretty loving boring where I live and nothing especially exciting ever happened. There has to be some dumb local history you could use. Like some crazy old man that all the kids talk in hushed whispers, or some old unsolved murder, or some kind of annual parade. It probably doesn't have to be your own town either. Move out to your state or country and there's got be something. The categories in SAGDC aren't strictly policed so as long as there's some thin connection to the stated theme you're in the clear. You could probably even make a local color game about a place on the other side of the planet, it's not like the judges are going to demand proof of where you live.
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# ¿ Jun 22, 2015 14:53 |
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GlyphGryph posted:I would imagine all the Seattle goons would make games based around accidentally burning down cities. Or building a town on a tidal flat, then blowing up a cliff for fill when they got tired of being flooded constantly. Seattle's history is awesome. Or how about an apocalypse survival game when a couple inches of snow falls and no one can drive anymore.
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# ¿ Jun 22, 2015 15:29 |
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I wouldn't be so sure, there's always some nuts stuff that comes out of left field even for supposedly "bad" themes.
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# ¿ Jun 22, 2015 15:40 |
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GlyphGryph posted:SA folklore? Someone's always looking for an excuse to make a Zybourne entry for SAGDC.
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# ¿ Jun 22, 2015 21:47 |
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Man, javascript frameworks have come a long way since the last time I looked into them. Thinking of trying out Phaser for this.. anyone got a strong opinion for or against it or any other library? Seems like a slam dunk for 2d as it looks like it does everything.
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# ¿ Jun 23, 2015 05:14 |
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But what if it was a good game before you took out the fun? That technically satisfies the requirement.
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# ¿ Jun 23, 2015 16:21 |
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Mo_Steel posted:The "something important" doesn't have to be a core feature of functionality. If I made a civil war game that didn't have Abraham Lincoln that'd be missing something important if you ask me. Yeah I'd love seeing what goofy stories people come up with in their games, but to me the category just screams "do something weird with play mechanics" and I wouldn't be surprised if most of the entries tried to do something novel along those lines.
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# ¿ Jun 24, 2015 01:37 |
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There's nothing against brushing up beforehand either. As long as you're not actually working on your game (which would be stupid anyways because none of us know what the theme will be) you can bang out all the test code you want in whatever framework you're intending to use. That's what I've been doing the last week, grinding out code examples and reading up on docs.
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# ¿ Jun 25, 2015 22:47 |
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You really gotta focus on that first two minutes.. if it's not instantly fun as heck people are just going to close your game and move on to the next one. So come up with your draw and introduce it to the player asap, it doesn't have to be literally the first thing they do but it should be at least a quick buildup.
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# ¿ Jun 26, 2015 02:51 |
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Hmm, Critical Commission? I'm thinking a wall street RPG.
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# ¿ Jun 26, 2015 15:00 |
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Open source code debates? It's like 2005 all over again. Quick someone get slashdot on the case. This is the result of my phaser testing: http://xzzy.org/sagdc/ Tarball: http://xzzy.org/sagdc/sagdc.tgz Javascript is such a love/hate thing. I wish I could do web browser games in python.
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# ¿ Jun 26, 2015 17:54 |
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I have ideas for all three categories I think I could have fun with (making the game fun is another matter entirely) but I still think critical omission is going to produce the most unique game styles.
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# ¿ Jun 27, 2015 00:16 |
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So much for hoping we'd get 24 hours lead time on the theme.
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# ¿ Jun 29, 2015 19:11 |
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Takanago posted:Kinda makes me want to make an FPS or something where you just throw guns at people and never actually shoot them. This was actually my first idea, a Contra clone. You have to bludgeon enemies to death, take their gun, and then throw useless guns at more enemies to kill them. Everyone's running around confused why their guns don't work, then BLAMMO ak-47 to the chin.
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# ¿ Jun 30, 2015 15:56 |
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Probably my last experimentation with Phaser before this whole thing kicks off: http://xzzy.org/sagdc/ Has game states, menus, keyboard and mouse input, toggles, collision, tilemaps, and win conditions. Basically the barest implementation of what you need for a 2d game. Code is available via a link on the page.
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# ¿ Jun 30, 2015 22:39 |
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BossRighteous posted:Critical Omission doesn't have to mean a handicapped game. Instead of elements of the engine missing, think about characters or items or motifs missing from classic game structures. You can have a full features game that is missing pretty much anything, as long at the absence is noticed and affects the outcome. One of my ideas was 'concentration camp saboteur.' The germans keep trying to gas chamber the prisoners but during the night you break the machinery and they get really confused why their murder machine doesn't murder.
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# ¿ Jul 1, 2015 14:51 |
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Chernabog posted:Critical omission: The game. Maybe you can license 4'33" for the soundtrack.
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# ¿ Jul 1, 2015 17:23 |
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Isn't that what Recettear is? (yes I know there's more to Recettear than that)
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# ¿ Jul 1, 2015 22:06 |
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SlightlyMadman posted:An internet dating sim would be hilarious and hilariously offensive. Message hot people and never get a single reply ever. Get tons of creepy stuff from horrifying people with red flag profiles though. Manage to get lucky and get a reply from an attractive person, and then you get there and it's just one of the horrifying people that was messaging you before. It's supposed to be a game, not my actual life.
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# ¿ Jul 2, 2015 22:46 |
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Enos Shenk posted:I still don't have a single idea that A: Isn't over-scoped B: Isn't gimmicky and dumb C: Is actually a game or D: I give a gently caress about making. Then pick one of the other ones, your omission is you omitted the theme.
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# ¿ Jul 3, 2015 18:42 |
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Three day weekend, and I've spent like two hours at the keyboard. At least my click-and-drag-to-move idea seems not too hard. https://gfycat.com/SleepyNeighboringCollie (fun is another concern entirely)
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# ¿ Jul 5, 2015 21:28 |
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Looks like a representative example of everyone's experience using physics in Unity. Works great to about the 80% mark and then HOLY poo poo WHAT'S HAPPENING.
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# ¿ Jul 6, 2015 21:57 |
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It only took 6 days to get character movement basically working in a way I mostly like. I'm in great shape. http://xzzy.org/sagdc/a1/ Now there's just a long list of everything else I need, which is basically art, enemies, and hazards. Should be simple, right??
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# ¿ Jul 7, 2015 15:55 |
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I set gravity really low to see if I could get it to feel like a balloon. I change the gravity and max speed values just about every every time I reload because I can't decide what I like. I was just happy to get controls working reliably so I can actually make headway on all the other mechanics I need to get working. I'm also undecided on whether to allow movement while in the air, which might make a slow fall speed more tolerable.
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# ¿ Jul 7, 2015 16:23 |
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Bouncy physics! http://xzzy.org/sagdc/a2/ It's still not perfect but a quirk of how I track the mouse vector means you can queue up jumps while midair, and if you release the mouse as you contact a surface you can instantly fling in another direction. It actually feels fun to me.. I might have to hack in more tolerance so you don't actually have to be in contact with the ground because it's a little too precise right now but it's a lot more playable than it was this morning.
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# ¿ Jul 7, 2015 21:23 |
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Pfft 3 hours is the minimum amount of time to get anything half done. I spent all night trying to get an end-of-level collider working! (because bad documentation is bad)
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# ¿ Jul 8, 2015 03:45 |
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What are you writing it in? Because that doesn't seem to lose any frames when things get busy.
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# ¿ Jul 8, 2015 21:13 |
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This is basically all I enjoy doing in gta v so I guess that means you're going in the right direction.
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# ¿ Jul 9, 2015 02:18 |
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Level select! Level victory sensors! Enemies! Enemy movement! Placeholder art that's 100% a ripoff from super mario bros! http://xzzy.org/sagdc/a3/ It's frustrating how small a list of features can consume two days of effort. And how much basic poo poo I have left to implement.
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# ¿ Jul 9, 2015 22:34 |
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Tann posted:Cool! Like the squishing when you're about to jump. The text on the webpage is causing issues- if you highlight it by mistake and then drag again, it won't let you jump : ( Yeah, I have mouse capture disabled because it's annoying during development. I'm not super familiar with mouse support with html5/canvas but it looks like dragging outside the window while clicked just confuses the gently caress out of the javascript event sending. Like if you click outside the window after it gets "stuck" and then go back to the game, the metroid will almost always go flying off in some random direction at top speed. I might be able to mitigate that with hacking down the road, but for now it's super sketchy.
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# ¿ Jul 9, 2015 22:52 |
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# ¿ Apr 27, 2024 11:13 |
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Out of nowhere a bug showed up where mouse clicks while playing a level will somehow register as button presses on my main menu screen and restart the level. I thought Phaser's state system was supposed to clean everything up on changing states and until this point it's been perfect but obviously it's not doing that sometimes. I love it when insane bugs that are hard to reproduce show up for no reason.
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# ¿ Jul 10, 2015 06:27 |