

Indie Game Jam Results Posted 80
baruz writes "You may remember a previous story on Slashdot about the Indie Game Jam organized by Chris Hecker and company. The game sources have been posted." Anyone feel like porting these to Linux?
Too much of everything is just enough. -- Bob Wier
Re:Games for Linux would help (Score:1)
Linux port (Score:1)
Love it! (Score:5, Funny)
Angry God Bowling
Doug Church
This was the engine sample game that everybody got when they arrived. You roll a ball and crush the flocking people, who start following a "prophet" when they get scared.
Starting on the port this evening -- gotta get this one!
Some Hurdles (Score:5, Interesting)
Sadly, most of the games do not have documentation for their user interfaces, and a number of the games require gamepads, usually with specific control layouts.
I'm not familiar with programming control interfaces in Linux but it seems like the lack of documentation plus the need for controllers would make this rather difficult.
Not to mention (In big, bold print):
NOTE: THESE GAMES WERE DONE AS EXPERIMENTAL GAME DESIGN RESEARCH, NOT AS FINISHED PRODUCTS. THESE ARE NOT POLISHED AND COMPLETE GAMES!
Plus some of the games used proprietary sprites from Doom 2 which are not re-distributable. Almost sounds like it would be better to start from scratch.
Other than that the games look very cool. Especially for four days of work!
Re:Some Hurdles (Score:2, Insightful)
I doubt it. Lack of documentation?? [sourceforge.net]
Besides, well-written code doesn't need much documentation.
And from the c++ code I looked at,
the DirectInput code has been abstracted,
which should simplify porting a great deal.
Programming controllers on linux isn't difficult; The joystick driver isn't that hard, and SDL makes it even simpler.
Re:Some Hurdles (Score:2)
I think that's the problem source for all the bickering in this forum. The purpose of the Jam is to get talented people together to bounce ideas off each other and hopefully come up with some new ideas, not to create saleable games (four days isn't much time to polish the work).
Perhaps the developers could have chosen a different source for their sprites, but I'd have to say from experience that the amount of time in question here is certainly not enough to design sprites from scratch (if you want to code the game at all)! I haven't really looked, so I wonder if anyone is putting their art out for free (as in beer) on the web??? An open-sourced art gallery, anyone? (Sadly, most free art I've seen is worth the price you pay for it)
Anyway, I thought some of these concepts were clever, though I did wonder why so many of them were based on numerous hordes and gods (Must have been the caffiene).
Re:Some Hurdles (Score:2)
This is such a cool project, I'm sure all they'd have to do is write Carmack (or whoever makes such decisions) and he'd let them use it. A God bowling game based on 8 year old sprites isn't going to decrease the marketability (or whatever) of Doom 3.
Hmmmm... might be time to hunt down one of the old editors and make myself a
Gamasutra coverage (Score:5, Informative)
Gamasutra covered this a little more in depth a while back:
Link [gamasutra.com]
What? (Score:3, Funny)
Play the Stock Market Drinking Game! [lostbrain.com]
tcd004
'Flow' recommended (Score:4, Informative)
Re:'Flow' recommended (Score:1)
Re:'Flow' recommended (Score:2)
Re:'Flow' recommended (Score:1)
Re:'Flow' recommended (Score:1)
Re:'Flow' recommended (Score:1)
Re:'Flow' recommended (Score:1)
The game runs ok, but no "liquid" ever appears. The idg0.log file says it can't find some doom95 sprites, I though it only used the hellraiser ones that came with it?
The Dueling Machine (Score:3, Informative)
Re:The Dueling Machine (Score:2)
The book's review: it's a great book, as great as other great books that were great.
It had people. Really realistic people.
Hmmm (Score:1, Insightful)
Gaming nerds fashion (Score:2, Funny)
Re:Gaming nerds fashion (Score:1)
Re:Gaming nerds fashion (Score:2)
No, he's not gay. But the captain is about to send him to his death on an away team!
boy those are some odd themes (Score:3, Funny)
Re:boy those are some odd themes (Score:1)
And the one you forgot the name to is Wrath, the one Brian Sharp and I wrote. Yes, you want to convert as many people as you'd like to your side (Saved vs Damned) and then kill them to get them to Heaven or Hell. Programming for three days straight breeds strange themes.
Innovations in game design? (Score:5, Interesting)
"It works a bit like the old Robotron 2084 arcade game..."
"A super-RTS..."
Maybe I'm not getting the point; was this contest just to make quirky titles from standard, well-defined genres with a gimmick, or to actually make something that is completely different?
I'm not saying none of the results were original or unique; I just noticed a lot of sentences like the ones above.
Re:Innovations in game design? (Score:1, Insightful)
So you see things like a "Missle Command STYLE game" rather than a "Missle Command game".
You see this in the game industry all the time. Black and White, which was innovative (if sort of a popular flop), got described in terms like this all the time. Rarely is something so new that it can't be compared to some existing reference.
Then again, maybe they're rip-offs. I haven't played most of them, but the ones I did play with for a bit were interesting and actually rather refreshing.
Re:Innovations in game design? (Score:1)
Umm, I have never seen Black and White descriped as a "Missile Command style game".
tee hee!
Re:Innovations in game design? (Score:2)
There's no room to be picky when it comes to any sort of innovation in game design. With a handful of exceptions, it's the most stagnant "artistic" field I can think of. Almost every game created isn't just somewhat like other games, but trying very hard to be similar to other games, because that's what designers are trained to do, and that's what marketing people can sell.
Yes, there are some similarities to other games in the descriptions, but the games themselves are pretty out there. These days I'll take anything that isn't a 100% blatant rip-off of another game and call it a landmark. And the open source hobbyist games are even worse, sadly. They're obsessed with recreating Boulder Dash and the light cycles segment of Tron and every other 20 year old game they can find. Yuck. That the Indie Game Jam group can come along and out-do every hobbyist game of the last ten years in four days...now that's saying something.
Re:Innovations in game design? (Score:1)
To be fair, a number of the games that were patterned after existing games were done by the folks running the Jam, not those there doing the experimental gameplay parts.
And has others have said, some games become very different with 100,000 guys, even if they are based on other game ideas. The super-RTS, for example, became much more like a fluid control game than a micromanagement exercise.
Well, how about Flow? (Score:2)
Also, I think in some of the descriptions of the games they just couldn't help themselves when they added "it's like XXX" to the description. It's so common now to describe games in terms of other games that it's like a knee-jerk reaction. I especially had this impression in the case of Charles' Chopper which isn't really like Choplifter except for having a theme in common, but they added that description anyway.
Dueling Machine is also quite unique. On the surface it's just another shooter, yet the magic is in the one disorienting difference of having so many "noncombatants" around. This game probably wouldn't be that difficult if it was attempted with fewer than several thousand obstacle characters hiding the target... sort of 3d interactive realtime Where's Waldo? Here again is a unique concept working in symbiosis with a unique engine.
And then there's Very Serious RoboDOOM which is unique primarily because it's not so much a game a statement about games.
Re:Innovations in game design? (Score:1)
And even for those three, it doesn't quite tell the whole story. I wrote the least significantly innovative one from a game design standpoint: Very Serious RoboDOOM. This was because I was one of the main engine authors, and I had to spend a lot of my time answering questions, or simply eavesdropping on what people were discussing with each other in case they were having trouble with something I knew how to fix.
We had a big list of 20-some game ideas that we had come up with in the early stages of the engine development--but all the participants were coming up with those ideas so none of them were getting written; I decided to try to write something off that list. Robotron was simple, and hopefully wouldn't be too hard to task switch on, and in fact, it was fairly easy to implement. I didn't end up innovating the game design, but I was able to use the game to make (I think) a comment about the the game-design of shooters and implicitly of the industry--which I think is a fairly good accomplishment for one day's work where I spent most of the time helping other people.
Unfortunately, I made the "used the Doom 2 sprites" mistake, so it's an effort to see the result; as organizers of the event, our focus was so much on making the experience for the participants during the event optimal, we didn't consider the redistribution issue particularly well--it just wasn't our priority.
Re:Innovations in game design? (Score:2)
Even the most innovative works of art can be described in terms of older works of art. A contemporary of Van Gough might have said "well, he takes the hazy imagery and thick brushstrokes of the new landscape painters and applies them to still-lifes and portraits"
All innovation is made by modifying and expanding existing works, that's how it works.
Furthermore, even if you don't start out trying to create a missile command game, but the game you create has a passing resemblance to Missile Command, then the easiest way to describe it to people who haven't played the game would be "somewhat Missile Command like" even if the only real similarity is an a stressful game involving an increasingly dangerous wave of enemy attacks, that you have less and less time to deal with.
Before you blast them for lack of innovation, download some of the games and play around with them, I promise you you haven't seen anything like them before.
Duelling Machine with a twist... (Score:3, Interesting)
(Patent pending, patent pending, patent pending)
It's been done (Score:1)
Anyway, check out Botfighters, produced by It's Alive! [itsalive.com]. It's out in Europe, coming to the US soon. God we need GSM phones.
not all that original (Score:3, Interesting)
Re:not all that original (Score:2)
ludumdare 48 hour game competition. (Score:2, Informative)
48 hour competition, starting from scratch.
All entries:
http://ludumdare.com/user/viewentries.p
Winners:
http://ludumdare.com/articles/?link=v
Most fun contest I've been in. Making a playable game from scratch in 48 hours is quite the caffeine rush.
They mostly crash a lot (Score:3, Funny)
Re:They mostly crash a lot (Score:1)
Check the website.
No they weren't (Score:1)
Re:They mostly crash a lot (Score:1)
Anyway, the games were developed on P4s under Win2K, running on GeForce4s. I did a lot of the development on an Athlon under Win98, with a Radeon. I wouldn't expect significant Win32 portability issues. (Performance will suck without a top-end machine, though.)
It's possible the missing sprites is the problem--the only one I know Chris Hecker tested running without the sprites was RoboDOOM. I can't suggest any other fixes without a real bug report (what system are you trying it on, etc. etc.).
Dueling Machine (Score:2, Insightful)
From the site:
This game was byfar the most enjoyable out of the bunch.
The use of sonar to find your enemy is brilliant! I tell you: Polish this baby up and you've got gold! (This is not a guarantee.)
If only I coulde get these games to run .2 FPS (Score:1, Troll)
Anyone feel like porting these to Linux? (Score:1)
Open sourced flight sims (Score:2, Interesting)
They are windows only, but could be ported to Linux. I expect that for example the flight model and the famous artificial inteligence would port straight forward.
The main parts to port would be the directx stuff and the user interface, which is in MFC.
So I will not be accused of false advertizing, I also have to tell you that
- I am the lead developer of the non-for-profit BDG, the "Bob/ma Development Group".
- To play the complete game, you need the artwork and for that have to buy the game. However, there are demos of BoB/MA out and at least for MA you can use a recompiled exe with that.
- You may be dissapointed in the source code, since it has little comments etc.
- Unfortunately, it is not GPLed. Find the license here:
http://www.3d-raumplan.com/wk_privat/downl
The code (16MB) can be found in the download section of
http://www.simhq.com/
The BoB forum on the same site is the main hangout for the community. Also, you might want to look here:
http://www.3d-raumplan.com/FlightSim
Another open source flightsim is flightgear, see www.flightgear.org . But that does not need porting, that already runs under Linux
Anyone feel like porting these to Linux? (Score:1)
It's the Gamers' Faults (Score:2)
We all lament the lack of creativity in games these days. First off, it isn't true. There's TONS of creativity in games these days, more so than at any time after the early-1980s. Where is all this creativity going? Sports Games, Party Games, and new Immersion Arcade Games. The more "nerdy" games have completely stagnated while Dance Dance Revolution and Tony Hawk are changing everything.
The problem is, of course the nerds. Nerds, for all their wonderful taste in pop-culture weirdness, aren't really willing to try new things. We say that the RTS genre has completely stagnated, but every time a new RTS game is released, message boards fill with "bla bla bla, Starcraft was so much better. They messed this part up, they should have made it more like Starcraft." The best example I can think of is Neverwinter Nights. Now overall, professional reviewers love this game. It's the first game to ever take the D&D ruleset in (almost) all of its complexity, and actually make it easy to play in realtime. The DM system is amazing. The single player ain't half-bad either. Gamers, however, were apparently expecting a cross between Diablo 2 and Baldur's Gate. And because it was actually innovative, and wasn't a cross between Diablo 2 and Baldur's Gate, they threw a fit.
It's like scifi on TV and in Movies, If it's not exactly like Star Trek or the X Files, we won't watch it. The Matrix sequels are doomed from the start. They'll be blasted by critics everywhere if they're too much like the first movie, but if they aren't basically the same as the first movie, geeks will go up in arms.
Obsessive fans are really the worst thing that can happen to a creative medium. They pretty much single-handedly destroyed comic books as a popular medium. In 1972 Comic books were basically like the early X-Files episodes, some continuity, but more or less completely encapsulated adventures. In 2002 if a kid could even find a comic book, they would have no idea what the hell is going on, since we want to be Japan and have 3000 page running stories. The 3000 page running story is great for the fat bearded guy that works in a comic book store, and is so rude and elitist that nobody but comic book obsessives can even shop there, but it means that comics are getting almost no new fans.
* END RANT *
Worship (Score:1, Offtopic)
#define MAX_CHRISTS 5
Kind of sets an upper limit on second comings.
XP? (Score:2)