Design a game in 40 hours!

Started by rharpe, Mon 10/04/2006 18:50:54

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Kinoko

#1
I haven't read the article yet (I will!) but, when I read this thread title, I thought you were gonna introduce a session of the game-making equivalent of a "24 Hour Comic Challenge".

The Aussie (OzComics) version my friends usually participate in (I haven't been crazy enough to try yet): http://www.silverbulletcomicbooks.com/news/108635891457486.htm

I think that'd be kind of cool ^_^ (if at all possible)

Just in case anyone feels like reading some, here are some of my faves from last year:

My absolute favourite, by Benjamonster, "Hayfever": http://forums.pulpfaction.net/viewtopic.php48&sid=ae5be3aabcfc79ea598c64578537878a

Awesomeness and hilarity from Patrick Alexander, "Cunt!" [not for the sensitive of mind]: http://forums.pulpfaction.net/viewtopic.php37&sid=ae5be3aabcfc79ea598c64578537878a

Gorgeous, gorgeous art and an adorable story, by someone I don't know: http://forums.pulpfaction.net/viewtopic.php35&sid=ae5be3aabcfc79ea598c64578537878a

But sorry, that had nothing to do with yourÃ,  article :(

I'll read it now.

EDIT: Read it... very interesting!! It already has me thinking about changing my own game development style to be more efficient.

The Inquisitive Stranger

Quote from: Kinoko on Tue 11/04/2006 00:59:23
I haven't read the article yet (I will!) but, when I read this thread title, I thought you were gonna introduce a session of the game-making equivalent of a "24 Hour Comic Challenge".

Or NaNoWriMo, even.
Actually, I HAVE worked on a couple of finished games. They just weren't made in AGS.

rharpe

The guy that wrote the article is a professional game designer... but he wasn't allowed to use any commercial authoring applications, which I found was a pretty neat challenge. Had I known he could use FREE software, I would have forwarded the AGS link to him... but that probably would have been off limits too.

Very cool though... hope it inspires the rest of you, as it has me. :D
"Hail to the king, baby!"

RickJ

A game engine, even a free one such as AGS, was clearly against the rules he made for himeself.   

He gives quite a testimonial to the Python programming language.   I have used it before professionally and have always liked it.  I once had the pleasure of meeting Guido van Rossum, Python's inventor and I had a nice long discussion about it.   He is an interesting fellow and I enjoyed the discussion we had. 


Afflict

I love stuff like this inspirational.

So whats wrong with us not releasing any games ;)

Krysis

Quote from: Afflict on Tue 11/04/2006 08:11:49
So whats wrong with us not releasing any games ;)

We like to make good games, I guess. Everyone can make yodagame in a day or so... We want the games to be good so we could be proud of them and so other people would enjoy them.
Rushig a creative prossess rarely gives the desired effect. Sure you'll have a game... but what about the quallity?
And by the way, another reason is becouse some of us are lasy too.Ã,  ::)

Afflict

Thats exactly that I make art... then ummm ok lets try that again and so on and so on.

I am never truly happy or just feel i can be better (over time) So i try and do better over time instead of just using what i can make now. LOL

Geez as for lazy, only on my lazy days ;)

The Inquisitive Stranger

There needs to be a balance. On one hand, you need to put out a nice, polished product. On the other hand, you need to actually be able to finish it.

I've noticed that some people stop making their game because they're just not having fun with it anymore. I guess that's reasonable if, as a hobbyist, you don't care what others think of your work and are just doing it for personal growth reasons. However, if you actually want to get things done, it takes work. Sometimes, it's work you don't really feel like doing at the moment.

Personally, if I get tired of a project, there are a couple of things I do. If the project is in its beginning stages, I scrap what I have of it and start over, improving it. If I've already gotten really far on said project, I just try and finish it as soon as possible so that I can release what I have of it. I'm the kind of person who thinks game development is useless if you have nothing to show for it. Not that I expect everyone to agree or anything...
Actually, I HAVE worked on a couple of finished games. They just weren't made in AGS.

Radiant

Problem is that designing a game can be more fun than actually making it :)

Designing a game in forty hours is challenging but feasible. Completing a game is very difficult, let alone in forty hours...

rharpe

He did say he had lots of bugs that were still causing issues... but in essence... in theory....virtually it was completed. :)

Time is the problem for me... I need to channel it better. Maybe work at it three hours a day. (Nothing more and nothing less.) My motivation always runs out of gas. Having this community is key to my success, as long as I don't get sucked into any religous debates, sprite challenges, or threads like this. ;P
"Hail to the king, baby!"

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