A Whirlwind of Game Design
conq writes "BusinessWeek has a feature on the videogames design students were able to create in 24 hours. From conception to completion. The games are quite basic but it is fascinating what they are able to come up with in so little time. From the article: 'The teams' challenge was to collectively create a mobile-game masterpiece using a "mystery ingredient" -- random verbs and nouns -- to guide design.'"
The annual SpeedHack competition has been around for six years already. The only difference is 3 days vs. only 1 day.
My SpeedHack was 4 days, with a valkyrie.
You better watch out, there may be dogs about . .
The teams' challenge was to collectively create a mobile-game masterpiece using a "mystery ingredient" -- random verbs and nouns -- to guide design.
I guess some geeks discovered how to make babies.
This sounds a lot olike Uwe Boll's way of making game-based movies. I bet these teams could seal some pretty lucrative deals with Uwe, to give him access to their IP!
The real constraint with phone games is the input device, not the games themselves. Phone buttons are way too tiny to be easy to use, so games have to use only a couple of them, or be too hard to play. Also the tiny screen isnt very conductive either. What phones need is some kind of tilt sensitivity (for example), which would be easy to make games arround, and easy to interact with. Acceleration sensititivty might work as well, or possibly some game which uses the camera as an input device (i.e. you point it at differnt colored and shaped things to make the game react. Anther possibility is to use the audio input, but this could be annoying for the people arround you. While the games developed look nice, they still will all be a pain in the ass to play, and its not the developers' fault.
Philosophy.
The original link is to the images and captions. Here's a link to the actual article.
http://www.businessweek.com/innovate/content/mar20 06/id20060317_074043.htm
The Megazeux GCS community calls this kind of thing the 'Day of Zeux', and it's quite fun. Creating a game in a 24-hour timespan isn't new, but it's still pretty interesting.
The phone hacking was fine. The server setup was, while sort of a hack, also fine and fast. The browser-end actionscript was super fine too. The NETWORK LATENCY sucked balls.
'The teams' challenge was to collectively create a mobile-game masterpiece using a "mystery ingredient" -- random verbs and nouns -- to guide design.'"
Sounds like just another day with Marketing to me.
www.eFax.com are spammers
Tabletop RPG designers do this too, in the 24 hour RPG challenge. It's always running, though they do "Grand Acts" too. One person, one day, make a fully playable tabletop RPG from 'idea' to 'PDF' in 24 hours. It's not a competition but an exercise, more like the Novel in a Month challenge.
Then there's Game Chef, who just wrapped up their 2006 contest. This has the luxury of a full week to make a tabletop RPG from a given list of ingredients and mystery requirement. This is competitive, the best eight get published.
A.
The problem with making games for mobile phones and then distributing them publicly is thus:
I have a game on my phone which uses the camera for tilt sensitivity. Of cause this means to play it in tilt mode you need to be in a reasonably lit space with reasonably contrasting stuff the other side of the camera... it could use a bit of tweaking but it's a good start.
The main problem I've found with using the buttons is their latency can be too high for games where reaction speed is an issue, and the way they're wired can often mean while holding down one key, certain other keys presses will no longer be detectable.
The revolution will not be televised... but it will have a page on Wikipedia
http://indiegamedev.tucows.com/blog/_archives/2005 /1/14/243722.html
Games created with little time and resources, maybe some biz orgs are catching on to it?