Procedurally Generated Gameplay seems like the winning theme...
Now to decide on dates.
Anything in July/August is fine for me.
make a music generated game
e/ does that count as procedural?
[QUOTE=ROBO_DONUT;29574437]Maybe a multiplicative scoring system, rather than an additive.
Additive scoring presents problems, as a programmer could make a game with very little procedural content and still get a decent score from other criteria.
Use something like "(Gameplay + Artwork + Story) * (Percentage Procedural)" instead of "Gameplay + Artwork + Story + Procedural".[/QUOTE]
ass well as this, i propose that we dont rate their procedural content as such, instead we give them points for each element that is procedural.
Ex. if music is procedural then they get 1 point, if textures/sprites are they get another point...
That way they need to atleast have 1 element of the game created procedurally or else their overall score would be 0
(x+y+z)*0 would always be 0
[QUOTE=Richy19;29575618]ass well as this, i propose that we dont rate their procedural content as such, instead we give them points for each element that is procedural.
Ex. if music is procedural then they get 1 point, if textures/sprites are they get another point...
That way they need to atleast have 1 element of the game created procedurally or else their overall score would be 0
(x+y+z)*0 would always be 0[/QUOTE]
That's not the best idea, in my opinion. If it's some kind of multiplicative bonus with no cap, you'd just have to shoehorn as many procedural things in there as possible. It should be a normalized value: [i](procedural content)/(total content)[/i]
My reasoning for this is that I think, for example, opting for vector graphics to avoid writing a procedural texture builder should be a perfectly acceptable choice. The idea should be to program [i]smart[/i] rather than brute-force your way to victory.
You get marked on how well it fits the theme...
For instance, if you don't generate anything procedurally then you will get a 0 on the theme... Seeing as Theme is the highest rating it would make sense to include it.
I like the procedural generation idea, but I think it would be better if there was some sort of sub-theme to it. Maybe a phrase that describes some aspect of the game, open to loose interpretation by the developer?
[QUOTE=Irtimid;29576785]I like the procedural generation idea, but I think it would be better if there was some sort of sub-theme to it. Maybe a phrase that describes some aspect of the game, open to loose interpretation by the developer?[/QUOTE]
Procedurally generated game?
That more describes a type of game, we need a theme too.
make a game about osama bin laden
July feels great
This is what I meant by procedural music:
[media]http://www.youtube.com/watch?v=WPB7JdqIlNg[/media]
[QUOTE=Moustach3;29577528]This is what I meant by procedural music:
[media]http://www.youtube.com/watch?v=WPB7JdqIlNg[/media][/QUOTE]
there's nothing procedural about that.
[QUOTE=Dlaor-guy;29558936]Don't even know if I'm participating in the next competition. I seriously can't decide what game engine to use. SFML.NET is too unstable, XNA is too bloated, and OpenTK is too hard. And C++ is also too hard.
Wait... LÖVE perhaps...[/QUOTE]
Game Maker
Also, why not just have the theme be unusual gameplay mechanic?
Just any mechanic that isn't overused.
Unusual like Portal.
Got no. This is for programming, Game Maker is if you are interested in learning about games/game programming.
[QUOTE=ZenX2;29583828]Got no. This is for programming, Game Maker is if you are interested in learning about games/game programming.[/QUOTE]
don't give advice on something you know nothing about thanks
I do know about it, I own Game Maker and know my way around it.
now that i think of it, "procedural generation" is quite an awkward choice. might be better to do a sizecoding competition (eg 96kb à la demoscene compos).
I deserve the dumbs, Game Maker can produce quality games (Desktop Dungeons, Spelunky), I don't know why I've been so anti-Game Maker, ignore me.
Procedurally generated story line?
make a game/mod that re-enacts the death of bin Laden.
How about just "physics"? Would be fun and not too limiting.
[QUOTE=Loli;29599184]Procedurally generated story line?[/QUOTE]
This can be done. I've worked on a such project before. I believe that's what's going on in dwarf fortress as well?
[editline]4th May 2011[/editline]
[QUOTE=garychencool;29600271]make a game/mod that re-enacts the death of bin Laden.[/QUOTE]
Only if it would be like this [media]http://youtube.com/watch?v=KL6IisL2qlU[/media]
I'm all for a 64kb comp
[QUOTE=Tangara;29608509]I'm all for a 64kb comp[/QUOTE]
Same, I vote for this.
Alltough, what if you used SFML?
would the dll's also count towards the size of the game? or would the file size only be what we make.
AKA Assets and exe
It would have to include the size of SFML otherwise it would completely defeat the point of a 64kb comp.
You wouldn't generally use something like that for it, you'd roll your own stuff, and only what you need.
[QUOTE=Jallen;29610075]It would have to include the size of SFML otherwise it would completely defeat the point of a 64kb comp.
You wouldn't generally use something like that for it, you'd roll your own stuff, and only what you need.[/QUOTE]
Fair enough, but does that mean that people wouldnt be able to use LOVE either
[QUOTE=Richy19;29610141]Fair enough, but does that mean that people wouldnt be able to use LOVE either[/QUOTE]
Yes. Unless love.exe + dlls comes to under 64kb.
(It doesn't)
Well my vote is for either Procedural content game or 64kb game, well maybe 96kb :v:
but wouldnt the Size limited game kind of mainly be for C++ only?
And how would you determine what is considered as part of the game.
For example, if someone was to use C# would the .Net framework be out as im guessing it would be more than the limit
Edit:
Or if you use VS C++ 2010 and need to install the redistributable to run it, would that count as well?
The 64kb idea wouldn't work, FP's programmers are too high level.
Procedural content is cooler anyway.
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