programmer's dedication (or lack there of)

Sounds like Mini Adventure :wink:

Kev

Yeah, but MiniAd has take considerably longer than two weeks


gfx are only about 25% of making a game

Well, to me it meant 25% of the programming effort/time is toward gfx; not 25% of storage used or 25% amount of developement time.

Whats AGS?

Sounds like a 2 WEEK GAME CHALLENGE is afoot


Who’s going to throwdown?

  1. Hiscore table (design a game that doesn’t need one)

That won’t work in the game I thought about, but it isn’t much code anyways (usually you can do that in a rather minimalistic way and no one would care about)

  1. Tons of animation (4 frames or less per sprite should be fine)

The Rick Dangerous animations

See how economicly they are? :slight_smile:

6 walking (+mirror)
2 crouching (+mirror)
1 jump (+mirror)
1 shoot (+mirror)
1 stab (+mirror)
2 climb
2 dead
(small ones are for cut scenes)

and that’s it! :slight_smile:


Let’s see


[]Try to find a game with only one or two spots wich needs carefull thinking. Easy = no problems and no problems = no delay.
[
]Ask yourself what you can do with the stuff you already have (your toolbox, your knowledge AND the bunch of useful libs wich are floating around here)
[]Skip the story part - no one cares about anyways.
[
]Simple game mechanics. You won’t need a tutorial. If you can explain everything in 1-3 sentences, go for it!
[]Don’t waste time thinking about a name yet. You can do then when you eat, take a shower, sitting on the toilet etc. If you need a name for that directory give it the name of the next cute girl wich pops into you mind, your favorite food, the track you are listening or the current date. (dramatisation haha)
[
]Think about what you need. Write it down. Write down the modules wich you’ll need and what they are supposed to do, the kind of graphics, sound effects. More than one page? Hum
 goto the next idea, but keep that piece of paper if you decide one day to do it anyways.
[]Try to go for a game wich needs a small amout of code (less bugs), some graphics and the majority of that what the game is would be level data then (eg Breakout would be one of those games, but there are already more then enough of those).
[
]Set yourself into competition mood - whatever that means for you. Be motivated and you’ll be surprised how fast you can actually work.

/me grabs pen&paper and starts sketching :wink:

Whats AGS?

Adventure Game Studio. The best fitting one sentence explaination would be: (completly free) feature complete RAD toolkit for point’n’click games.

Basically everything wich is left to do is graphics, story and some scripting. It’s really an impressive piece of software and there are alot nice games wich are using it.

I think any limiting of time will encourage a project to be completed. Kev, was it you who wrote several 40-hour games? The URL is here, but I can’t access it anymore


As I was intending to be at my computer for most of last weekend anyway, I decided to keep an IRC session open monitoring the Ludum Dare compo. Fantastic stuff! Some really good work came out of those two days. Really polished stuff, too - not only 2D but 3D as well, some with background music, sound effects, 3D worlds, basic AI


And that lot restrict themselves too - you’re only allowed to use what comes with your compiler, and certain categories of free or Open Source libraries. No sprite libraries, no sound samples, no stock models, nothing. Many people were using MS Paint for graphics, Notepad for coding, a free C++ compiler, and a microphone for sound effects (as in bang it on various surfaces and see what comes out).

Really impressive what a dedicated and talented group of people can do when they put their minds to it.

Yeah, Kev did the 40 hour series. It’s still online:

http://www.newdawnsoftware.com/40hrweb/

He has the source up now as well.

It is funny and ironic that this thread might have spawned a bunch of new projects. ;D

[quote]It is funny and ironic that this thread might have spawned a bunch of new projects.
[/quote]
I’ve already quit mine.

I’ve already started and quit five.

On a serious note, while creating a smaller development cycle of say “40 hours” will indeed encourage completion of a game, the problem to me is 
well
then you end up with a bunch of “40 hour” games. Not that you certainly can’t create some awesome games in such a short development cycle, but then again, even the best couldn’t create anything but a small addictive arcade/strategy/puzzle game.

Maybe after a few shorter games, a person could build up the patience and codebase to create something more grand. That would be the ideal situation I think, but people always are dreaming up ideas far past their capabilities/talent at the time. There is probably no way of stopping that.

As for a previous comment, sometimes I think its ok to post a “demo” for a game even if their isn’t much there yet. I know it keeps me encouraged, even if the feedback isn’t ideal.