Prototyping 50 Games in One Semester
StarEmperor writes "Gamasutra has a good feature about four grad students who created 50 games in one semester. The article presents their insights about game design, evaluating gameplay, and generally what makes for a fun game."
And as a CS grad student, how is this different from every other semester and summer? Oh that's right -- the three rules.
Get out. Get out NOW.
...storyline. Grim Fandango, for instance, is one of the most amazing games I've played. It has a great story, a unique style, and hilarious bits thrown in here and there. Being able to interact with a story can be brilliant; I think this is where some of the Final Fantasy series' popularity comes from.
I saw it too when I read your post and refreshed the main page (got to love tabbed browsing). I had to refresh the main page twice to get it to show up correctly again with all today's posts. But yeah it only showed yesterday's posts when I originally hit refresh. I wonder if it is an internal cluster bug where an old cached generated page somehow got pushed forward and then overwritten a few moments later maybe? Who knows... CmdrTaco?
This space is not for rent.
I'm always happy to see stories like this. There are huge gaps in entertainment for low dev costs and this is how you make them fly.
-No, your games aren't going to be in WorstBuy anytime soon.
-No, your games aren't going to get any attention whatsoever from the media.
-No, you won't be able to afford porting them to the console du-jour.
-No, you won't attract VC to grow your business.
-Yes, you will have some loyal consumers. Make your games multilingual (i18?) and you'll have many.
-Yes, you can build a very successful enterprise.
In all cases that's the way doing something original works. I wish more young Americans had this kind of attitude and perserverance.
I just hope they are smart enough to keep going on their own instead of using it as a resume builder.
http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
this looks duped
I can tell by the story and seeing many dupes in my time
Where every little variation in gameplay was considered a completely separate game.
Thats how I would have handled the assignment.
For FSM's sake! 2.5 years old.
*sigh*
http://www.kongregate.com/
Desktop Tower Defense is pretty addictive (for a while anyway):
http://www.kongregate.com/games/preecep/desktop-tower-defense
Also liked this one:
http://www.kongregate.com/games/AlejandroG/spin-the-black-circle
Nerd rage is the funniest rage.
This article basically says that shorter development cycles produce a better product because of diminishing returns. What it doesn't state is whether this development cycle increases or decreases the burnout rate for developers.
I think it would be a nice follow up to do an extended study of this kind of development cycle in a corporate environment and examine the turnover rate for developers. Will they be intrigued by working on something new every week, or will they get tired of the quick turnaround and quit?
One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
unless one of them is Duke Nukem forever, nobody on /. cares.
Orbis terrarum est non altus satis
It happened to me earlier and it's just happened again when clicking on the mast head to go back to the home page. (Back buttoned to here) Clustering/caching issue?
You do realize this article was posted October 26, 2005, right?
but someone here mentioned it a loooooooooooong time ago.
http://games.slashdot.org/comments.pl?sid=173642&cid=14446612
"The New Age. The New Beginning."
This is very true, for the prototype, because half of them will be thrown away.
That said, the kind of mechanic they were talking about really doesn't seem like it'd make something polished. If you already have a solid prototype, take some time to go back and do it right.
Don't thank God, thank a doctor!
.. to read, as this goes to show what a creative deadline can help produce. Simple, elegant games that don't require your life to play or millions to develop. In fact, they now are aiming to turn these ideas into products, for their own company.
I'll still RTFA real soon now but common dudes, 3 years old, wtff ?
2005 just called. It wants its story back!
This is a super cool project, but there is a missing element that could make it one of the best projects ever:
show us the source code.
I'd love to know how they made some of these games. Most of these games will never go anywhere commerically, but as learning tools they could enrich generations of potential game developers.
Does anyone know of an similar or indie gaming site where the source code is shared? I want to learn all I can about how to develop games.
Kongregate is famous, of course, as the leading gaming website that pays independent game developers. Games that are highly rated and frequently played are allotted a portion of the ad revenue generated from the page.
It's doubtfully enough to make a living off of, but it's enough to pay for the coffee / Mountain Dew and cheesies of a hobby-level programmer.
Live today, because you never know what tomorrow brings
Desktop TD is exceptional in how popular it is, but the creator has made thousands off of it.
But yeah, Kongregate is an example of people getting paid for games that can be put together in a couple of weeks or months.
Nerd rage is the funniest rage.
digisonline.com
If you like turn based strategy games, this little chess-inspired motherfucker will absorb your time like nothing else.
Ubuntu is an African word meaning 'I can't configure Debian'
For those that have it, I'd definitely recommend checking out the developer commentary in TF2. While TF2 doesn't quite fit this particular profile of rapid prototyping (9 years!), it is relevant in how much attention they paid to it being fun. They started out with some very different gameplay from what is present now - eg a BF2 / RTS-esque 'commander' - but dropped it because (among other things) it wasn't fun. They do make mention of testing out lots of different combinations and seeing what the many pariticipants found to be most fun. Of course, the commentary talks about other things such as character design and simplicity and so forth, but for those that haven't had a listen I heartily recommend it.
If all you have is a grenade, pretty soon every problem looks like a foxhole -- MightyYar
Ahh... the price you pay for getting noticed. Bookmarked for later... I wanna try some Tower of Goo
"The irony when tending a flock of sheep is the dogs you put in place to protect them are genetically mutated wolves"
Most Final Fantasy titles have mediocre stories with little or no meaningful interaction, somewhat nice gameplay and plenty of slashfic featurng the lead characters.
...."Have you mooed today?"...
Seriously, guys. The article is from October 2005, you know, when the rest of the internet read it.
Music speeds up when you yawn, but does not change pitch.
Did they cheat and use this?
I kid. But gojo is hella fun. The main programmer is working on porting it to the wii and has support for the wiiboard written (doubt that's in the main trunk though).
Skiffy is Spiffy, but Ort is tort.
Are -nt- tags allowed?
I love this article and what it promotes, but there's one big gap that it glosses over..... that one must be an expert programmer before one can delve into such experimentation!
I have great ideas, but my programming is mediocre. I don't know how to code physics, so even if I dreamed up a great "swarm" style of gameplay, how the hell can I whip up a prototype in a week? I cannot.
One thing I see here is that the development process here was enabled by Flash and other software. So suppose I wanted a group to do similar things. What sort of tools do they need?
Dragon's Lair would never be produced in todays market. Wait, did I just consider a laserdisc player to be a console?!? AAAArrgghh!
I'm involved in a site called Glorious Trainwrecks... not just dedicated to the glorious bad days of awful 90s shareware, but featuring a monthly Klik of the Month Klub "write a game in two hours!" game jam. (Most of the people use Klik & Play, this crazy great awful Windows 3.1 era game construction kit, but any system is allowed... I do most of my stuff in the Java IDE + library Processing...)
People who dig this stuff are welcome to join the 'wreckers!
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
I liked Final Fantasy 8 and 9 specifically (and the Tactics series - didn't play the famed 7), and I liked the stories a lot.
:P
So FFVIII was almost a movie in the amount of cutscenes, but I liked it that way. And compared to other games (maybe not the RPG genre) it had a lot of storyline.
The gameplay actually seemed a bit repetitive at times (especially summoning)
There are three kinds of lies: lies, damned lies, and statistics.
This reminds me of the 80/20 rule that generally still applies to graphic design, web design, game design... most creative pursuits, actually. In short: The first 20% of the effort creates the first 80% of the result, and the last 80% of the effort goes into the remaining 20% of the result.
In other words, the core ideas come quick, and all the fine details take much longer.
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I think all D&D-style role-playing games are repetitive. It's the nature of the beast (fight this person, fight that person, and then fight some more). Final Fantasy stories help distract you from the boredom.
back to topic:
I'd like to see these programmers rewrite those 50 games using an Atari console with only 128 bytes of RAM. Now *that* would impress me. It's still amazing what was accomplished by Atari and Activision programmers 30 years ago.
The government is not your daddy. Its purpose is not to raid middle-class neighbors' wallets and give it to you.
need non-whitespace here to post
You dont interact with the story in final fantasy games anymore than you interact with the story in a book.
Its there, its predetermined, you have no impact on it. Sure you can enjoy it, but you dont really interact with it.
there's this control that will have some sort of motion sensors it's going to rock your socks off dudes.