Needed:
A theme
An Organizer(s)
Thank You. 
Needed:
A theme
An Organizer(s)
Thank You. 
Well I have a couple of idea: a Non-Matching Puzzle game contest and a beach theme contest.
As the risk of posting about something that is generally really really hard to get going:
I think theres defeinitely been some interest in the past, even a couple of entries produced for the proposed LWJGL16k.
However, Iâd like to see something different done. 4K (as noted) is a special case where the size limit doesnât reduce the number of games that can be produced, it acts as an equalizer. Taking the 4K contest and sticking 16K instead just seems a bit boring to me.
I like the idea of themes. The recent gamedev themes event seemed to work very well. There are also other limits that can be imposed, onyx recently mentioned the idea of only being able to use a single 256x256 texture for everything in the game which seemed pretty neat.
Anyone have any good ideas for themes and/or limits? So far I like:
Themes:
Limits
Kev
A combination of both theme and limit would benice. I.e. a explosions with procedurally created content sounds good. There is a problem with procedurally created content tho, the programmer can shove the texture data to a byte array and decode that.
But like you said, its hard getting something general.
DP
my specialty. java unlimited is looking for a contest to organize between the 4Kâs. shoot off an e-mail to me when youâve got a contest that needs starting. woogley[at]gmail.com
edit: hey look. my 400th post 
Should it be LWJGL-only or JOGL/LWJGL whichever you prefer? In other words should this just be a contest that allows use of any approved OpenGL bindings?
Thats a good point - I guess it could just be a JGO contest - no need to restrict to OpenGL even (unless that makes sense I guess).
Kev
As far as that goes we could just have a list of allowed libraries, include ODE bindings, JOODE, JInput, JMe, Java 3D, Xith, etc⌠That would tend to support the community better, I think.
If everything is set up so that the allowed libraries are used via WebStart from approved URLs then it will be easier to manage what counts as âyourâ code vs. approved library code.
Thatâs why the size thing has always annoyed me really⌠daft restrictions on what you can and cannot use. I say just pick a deadline and then the canniest programmers will use every tool they have available in that short space of time to come up with a game. Ok, so I admit perhaps I might cheat and just use my minigame template engine but there we go, I put the effort in so why shouldnât I go for gold 
Cas 
I think when it comes to talking about rules and restrictions then looking at how Ludum Dare does things is a good start. The important thing to note is that every restriction tends to put more and more people off of taking part. LD tends to have two restrictions: 48 hours and a gameplay theme. In these cases thereâre not really restrictions, they both help you focus on creating a game. The short time limit is obviously the main quirk and so probably attracts people as much as puts them off (much like the 4k competitions). The theme makes people more creative and provides a good starting point (avoiding the whole blank-canvas writers block problems).
Interestingly theyâve been loosening up the restrictions on using libraries as the competition has gone on, and itâs only made things better. Early ones had rules like âany approved open source libraryâ. This just ended up making world+dog ask for their favorite lib to get added to the approved list (and most were). Things have progressed now down to one simple rule: any existing code you want, as long as all gameplay code is written during the competition. The crucial thing here is that this has only made things better - less rules, less explaining about the rules, less exceptions to the rules. Less arguing over âlanguage X has this built-in, why canât I use language Y + lib Zâ. And less likely to put people off.
In short, Iâd like to propose the same thing. Any pre-existing code is allowed, as long as all game and gameplay code is written in the competition time. And itâd be nice if you could release the source, but itâs not required. This causes less quibbling over the rules and lets everyone use their favorite environment - which means you get more entrants and better games.
Of course being JGO itâd probably have to have the implicit âmust be written in Javaâ too. 
Also, themes are good. And time limits have to be either exceptionally short (24-48 hours) or a decent chunk of time (a month). In-betweeny ones like a week donât work well.
I know what you mean⌠I just also know that I have no time, so space restrictions would be easier to deal with for me. I would have a chance in a 4k contest, but soon as the contest is big enough to support something along the lines of the puppygames stuff then I know I donât stand a chance⌠at least not in a restricted time frame.
Iâve got no problem with it either way though. A contest in some form larger than a 4k is a good idea. Theme-based would work.
Of course being JGO itâd probably have to have the implicit âmust be written in Javaâ too.
Objection! :V
Say there is a framework which allows scripting a game in say⌠python (jython) what then? How about the game code/logic must run inside the vm instead? Otherwise you wouldnt be able to use (most) scripting languages.
Heh, this is why having fewer rules is better. You could have âanything which can be played via webstart or an appletâ but I know webstart isnât always ideal. âAnything which uses a JVM to runâ seems overly technical though.
âthe game code/logic must run inside the vmâ
On a second thought⌠that would also allow games which use so called âdirty javaâ (native engine which invokes a vm to run the game logic).
âanything which can be played via webstart or an appletâ
Is sorta better, but it has it loopholes, too.
âanything which can be played via java webstart and runs under win, mac and linuxâ
Is better. Same loopholes, but more painful to exploit 
Any more theme ideas?
Kev
I think the game must be running everything on Java code with the exception of approved libraries to bind to native code. So if your scripting engine is written in Java (by you) that would be ok because it would still be Java running the show.
Ohh, I despise themes in games contest⌠>:( I think they restrict creativity, not encourage it.
[quote]I just also know that I have no time, so space restrictions would be easier to deal with for me.
[/quote]
The 4k contest bit me in the @ss this year. I had about 1k of uncompressed room left in my entry and I found that the mental WORK of coding to that killed me. I got some good results but thereâs something about information content in a small space that wrecked me. So I didnât finish it. Maybe next year.
Anyway, I had big plans for a lwjgl 16k entry. But like SW said, if the contest rules are such that puppy games or Markus (among othersâŚ) have resources and time to produce a full game, then forget it, itâs just no contest.
[quote=""]
I think themes work as long as they are broad enough. They do restrict creativity - but only a little bit. The challenge becomes doing something creative with the given theme.
Hmm⌠themes:
cops and robbers
treasure hunting
alien invasion
water
climbing
digging
flying
rescue
I think the point of any theme is to restrict creativity, to hopefully help to bring the contest down to more level pegging. I see where youâre coming from with resources and time - but thats what the restrictions are about - I just donât think size is the only way to do it.
Kev
I wouldnât worry about it not being a âcontestâ if Puppygame enters⌠weâre only having fun and wouldnât put any more effort into it than anyone else I shouldnât think. Besides all of our libraries are open source so youâre free to use all our code anyway 
Cas 