Games encompass a wide range of different aspects, including things like programming, art and audio. Art has a huge impact on how your game is perceived, but also takes up a huge amount of time and makes it more difficult to quickly iterate on game design. For this competition, you can only use text and basic graphical primitives in your game.
Primitives include: circles, rectangles and triangles for 2D games, or spheres, boxes, pyramids, and prisms for 3D. You can fill them or use their outlines, and all colours, textures and opacities are fair game, provided the primitives remain recognisable as themselves. No models that are made up of hundreds/thousands of primitives - that defeats the point!
Rules
To enter the competition, start a thread titled "[Comp G] NameOfYourGame" and post your design ideas and game releases there. As you release files, edit your first post to point to the most recent version available.
Other people will reply to your post with their feedback and ideas. Please do your best to take any and all feedback as positively as you can and use it to make your game better. Consider releasing your source code and/or original files, it helps us pinpoint problems that you might be having and benefits the community as a whole.
Advice
Try view the theme not as a limitation, but rather an opportunity to focus on game design and make something that’s fun, even though it only has circles, squares and triangles. If it’s fun like this, just imagine how much fun it might be if you add more interesting graphics after the compo... Remember: everyone is working with the same constraint.
Once you have something playable and are looking to make it look better, consider improving the aesthetic feel by making it drip with juice. If you’re more artistically inclined, considering looking at colour theory and visual communication aspects (UX anyone?) to try make the most use of the few graphics you have at your disposal. When you really focus on the fundamentals you might be amazed at what you can accomplish!
If you particularly feel like challenging yourself, consider using only graphical primitives and no text. This should only be attempted if you’re a sucker for challenges, and you’re free to drop this optional goal at any point if you attempt it. There is no direct reward for completing this goal, so consider it something to spark some extra creativity. Who needs words anyway?
Last word of advice: a month seems like a very long time, but it quickly goes by and life gets in the way. Try focus on getting your core gameplay playable early, and only adding more advanced features later.
Good luck to everyone and enjoy the competition!
* (Downloading and using Game Maker is recommended for beginners or if you've never prototyped a game before)
Primitives include: circles, rectangles and triangles for 2D games, or spheres, boxes, pyramids, and prisms for 3D. You can fill them or use their outlines, and all colours, textures and opacities are fair game, provided the primitives remain recognisable as themselves. No models that are made up of hundreds/thousands of primitives - that defeats the point!
Rules
- Competition starts on 1 March 2016.
- Deadline for entries is 31 March 2016, 23:59 (UTC+2).
- Use whichever language, tool or development system you are comfortable in.*
- Ask for help when you get stuck.
- Your game must follow the theme.
- Your game must contain all files needed for it to run and should not require other bulky systems to be downloaded or installed, exceptions are browser plugins like Flash and self-contained DLLs distributed with the game).
- Your final game entry must include a readme.txt that EXPLAINS THE CONTROLS, RULES and any other information you want to get across to your users. If you have web builds, make sure the page serves as a readme.txt!
- Competition is open to entry for South African citizens, current residents of South Africa and South African passport holders.
- You retain all copyright to your work.
- The use of copyrighted material will not be tolerated. Do not steal!
- All risk or liability in case of copyright infringement or other legal issue resides with the entrant, MGSA takes no responsibility for entered games.
- The organisers’ decision is final and no negotiation will be entered into.
To enter the competition, start a thread titled "[Comp G] NameOfYourGame" and post your design ideas and game releases there. As you release files, edit your first post to point to the most recent version available.
Other people will reply to your post with their feedback and ideas. Please do your best to take any and all feedback as positively as you can and use it to make your game better. Consider releasing your source code and/or original files, it helps us pinpoint problems that you might be having and benefits the community as a whole.
Advice
Try view the theme not as a limitation, but rather an opportunity to focus on game design and make something that’s fun, even though it only has circles, squares and triangles. If it’s fun like this, just imagine how much fun it might be if you add more interesting graphics after the compo... Remember: everyone is working with the same constraint.
Once you have something playable and are looking to make it look better, consider improving the aesthetic feel by making it drip with juice. If you’re more artistically inclined, considering looking at colour theory and visual communication aspects (UX anyone?) to try make the most use of the few graphics you have at your disposal. When you really focus on the fundamentals you might be amazed at what you can accomplish!
If you particularly feel like challenging yourself, consider using only graphical primitives and no text. This should only be attempted if you’re a sucker for challenges, and you’re free to drop this optional goal at any point if you attempt it. There is no direct reward for completing this goal, so consider it something to spark some extra creativity. Who needs words anyway?
Last word of advice: a month seems like a very long time, but it quickly goes by and life gets in the way. Try focus on getting your core gameplay playable early, and only adding more advanced features later.
Good luck to everyone and enjoy the competition!
* (Downloading and using Game Maker is recommended for beginners or if you've never prototyped a game before)
Comments
Das Finallisten:
(Finallisted alphabetically)
Blast Miner - Manikin - BOOM
BradCraft - vintar - Link
Deeper Darker - konman - Leenk
Falcon9 - Kobusvdwalt9 - Lingk
Falling Sands Factory - critic- Fallink
The Great Train - Pomb - Lynk
Island Assault - garethf - Linc
It's Not the Nail - TheFuntastic - I got nothin'
Nocturne - team roguecode - LINK
Pinball Wars - jamotaylor - Plink
platformCaster - damousey - link
Primitive Space - skinklizzard - Skink
Quack - fengol - Zelda
roboBiome - Japes - kniL
Rolling Thunder - Pixel_Reaper - L.I.N.K.
Sector I.C.E. - quintond - L1NK
Terra - General_Rincewind - Lahink
_UNDERSCORE - SUGBOERIE - |_ | |\| |<
You Try Not to Think About It - dammit - L I, N K
ZAP! - stofStorm - LINK!
So all levels of graphic representation should be *about* primitives and not look like something else?
I want to use a windy road.
Rule of thumb: nothing is strictly limited other than the geometry itself, but try to focus less on getting AROUND the simplicity of the geometry, and more on making that simple geometry pop visually and work well in service to your game mechanics.
Here's also where I encourage all entrants to give each others' games a whirl and post whatever critique you can muster. And remember - if someone plays your game, it's only good manners to play theirs in turn.
We love the ideas we're seeing in these threads, and wish you all the best of luck!
Gameplay (was it fun, interesting, unique)
Juice (in lieu of art, maybe something around player feedback - sounds, animation, screenshake etc)
Completeness (is it closer to a game than a prototype - not sure about this one but it is a nice target to aim at in terms of learning to reduce scope)
Even if not for this compo, maybe for the next one :)
Besides, above all, the comps exist to challenge and educate through experience, so in keeping with that spirit we'd much prefer that people just try to make the best game that they can rather than trying to fulfil some checklist of "sure-win" criteria. Best practice is to make a game, make it as well as you can, learn as much as you can from the experience, and see what happens when you throw it at the judges. ;)
@thefoofighter, I don't speak for the people organizing this, but it is safe to assume you can definitely join.
RocketLeague is a great game for beginners because it is so easy to start using. But it also has an insanely high skill-cap, and people that have played for 1000+ hours are still able to improve their skills.
Straight talk: In these comps, we only care about the end product, not how you made it. It's our belief that there is no "right" tool - use whatever you want, however you want to, and make as good a game as you can. End of story.
But at the end of the day, fun isn't made by fancy engine features. So who gives a crap if you use QBasic or Unreal.
EDIT: My point here was that it can feel like people judge you for the software/engine you use, but in reality it is just that they may prefer something else and that naturally shows. That isn't a problem in the slightest.
@ Everyone else: I've not personally seen it in any of the comp threads, but any "engine elitism" will not be tolerated. We're not here to measure technical prowess, people. We're here to make some games.
If anyone has any other issues regarding the comp rules, they're welcome to contact me or @francoisvn by DM.
I believe in using the right engine for the right job and I use Unreal because I know C++ and Unreal works for me. I know C# as well and I could switch over to Unity if I wanted to ... both engines are great and they work.
I am truly sorry if anyone was offended by anything that I said, it was never my intention to come off like that and I don't even remember saying anything that would give that impression. 8-{
Onwards with the competition! o/
Guys, what the hell.
"If you're new to games, check out GameMaker. It's really easy to prototype games in that!", if anything, is saying how awesome GameMaker is. I don't understand how that translates into "GameMaker is for noobs, Unity is for pros!" or "Recommending GM is alienating the GM users!" How is that even a possible interpretation? Unity wasn't even mentioned.
In the past few months, I've jammed games in Unity, RPG Maker, Twine, Tyrannobuilder, Ren'Py, probably some others I don't remember, and nobody's given me crap for using whatever game engine I've used, ever. Here at Free Lives we have a shrine dedicated to a fantastic writer-developer who makes all of his games in RPG Maker. I've been learning UE4 for the past couple of weeks because of doing an art test for a studio that uses UE4 exclusively, and seeing how many cool things UE4 does for me out-of-the-box when it comes to fx, particles, lighting.
I can understand throwing your toys out the cot because of something like religion, or politics, or feminism. I can maybe understand being super picky about a game engine because of pricing structures/licensing, or being nervous about dropping money on 10-20 licenses for a studio or some other long-term investment.
But what game engine you use in a game jam? I just don't get it.
Oh, and to decide not to enter a competition because of misinterpreting what someone else said? It's not as if the competition awards prizes or anything. But what you get for entering is guaranteed feedback by a relatively senior/experienced game developer, and I just don't get why being salty over something meaningless like what game engine one uses would trump getting rad feedback from someone who's relatively senior in the local game dev community. Heck, the biggest reason I'm doing the art test is because it guarantees me a couple of rounds of feedback from a super senior artist who specialises in vfx (which is a position that basically doesn't exist in SA afaik).
I can't believe how short-sighted some of you are behaving.
What?
I didn't actually see anyone say anything negative or detractive towards any other. Game Maker is a good entry portal into making games. And that means NOTHING else. Vlambeer is fucking amazing and all their fucking amazing games are made in Game Maker. ALL OF THEM. Vlambeer are the gods of this small industry. They're not beginners. Julian and Mike is finishing off Phase Edge in GM. To ship. They're not beginners.
I didn't see anyone crap on Unreal, or Unity, or Cryengine, or any engine here. I didn't see any superiority complex.
This is among the most inclusive communities I've seen and I don't understand how that perception came about.
Make games. The engine is just the tool. Some people use pencils, some use pens, I can only use a clutch pencil. So what? Make art. Make games. Make stuff. Share them. We sure as hell don't care which engine who did what in.
(except mac compatibility. It's sucking that I can't play some of the stuff cos damn compatibility XD )
Life is strange.
Upon reflection I could've private messaged the original poster and ask them to change it to say:
"Here is a list of resources and engine(s) and what they excel at..."
But honestly, I'm glad I didn't since it seems like there was some air that had to be cleared, and I now see that we are all very passionate about our tools and engines and would like more people to share this with us since yes this is about community. Also, this competition is a great community project and the way for us to break down "cliques" and help each other make better games!
I do hope that all who participated do re-enter this competition otherwise it will be a loss for all of us!