uDevGames 2011

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Posts: 245
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Post: #46
Well, given that
Quote:Entries will be scored by the public (including entrants) for “Best Overall Game.” Entries will be scored by entrants only, in six additional categories:
• Best Gameplay
• Best Graphics
• Best Audio
• Best Story
• Most Original
• Most Polished
It is possibly fairer if those judging (i.e. the other devs) know whether the audio and graphics were actually created by the team. I had assumed that was the reason for it, anyway.
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Post: #47
(Jun 3, 2011 11:33 AM)SethWillits Wrote:  I like that some games in the past have had splash screens / intro movies for uDevGames. Thought it'd be nice if every game had that...

A standard splash screen (nice and low disk footprint so it doesn't impact the 50mb size too much) would help that. You could make it mandatory to show it for 5 seconds at startup.

This also gives you a useful bargaining chip if you want to entice a bandwidth sponsor as you can guarantee them a nice splash on that screen to be shown on all of the games.
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⌘-R in Chief
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Post: #48
(Jun 3, 2011 01:23 PM)Zwilnik Wrote:  This also gives you a useful bargaining chip if you want to entice a bandwidth sponsor as you can guarantee them a nice splash on that screen to be shown on all of the games.

There's a thought.




Note to all, there's an official @iDevGames Twitter account now. If you could follow that and retweet what you will, that'd be great.



Also, skyhawk had the great idea to try to make a video for uDevGames. We could cut in recordings from a bunch of different games to make it. Is anyone here pretty talented with video stuff? I can grab the recordings (I already have some) if someone wants to put the video together. Catchy theme ideas welcomed.
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Luminary
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Post: #49
5 seconds is a loooong time. A user-interruptible 1 second is better. But I don't dislike the idea in general.
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Post: #50
Well, I build non-linear edit suites for a living (although it has been a while since I did much editing). I wouldn't mind having a look at doing a promo video, although I'll be pretty busy after next weekend.
I agree with OSC that forcing people to stare at a logo for 5s every time they launch a game is going to be off-putting. I think 1 second is probably short enough that it wouldn't need to be interruptible though, especially if the game is loading during that second anyway.
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Post: #51
I agree with the 1 second time on it, but a splash would be quite nice!
Alex
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Post: #52
5 seconds is normal for contracted/mandatory splash screens on games. It's about the ideal time for a brand name to get recognised without being too annoying. If it's during loading time, it's not that big an imposition on the player's time anyway.
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Post: #53
I'm interested in joining this. Had a chat with the ol' DevTeam, they like the idea too. Mostly out of ignorance, we have a few questions. We also have some concerns:

Concerns:

1) We'll be using Game Maker, which will allow us to churn out really high quality stuff in short periods of time (see any of my Mac App Store games, Vetra Games, for an example, especially the hand drawn ones). So the 'one game per team' rule hurts us pretty badly.

2) People are talking about uploading the source to git: note that GM doesn't have much version control in it, so it would pretty much mean we'd just upload the .gmk and be done with it, is that fine?

Questions:

I know the prizes will be announced, but it would be helpful to know how much we could expect and how much people won on past competitions.


Looking forward to this comp, sounds interesting!
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DoG
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Post: #54
Hmm, amazing that so many gray areas are discovered in the rules every time Smile

Anyway, IIRC, the one-team per entry rule was created in 2008 to make sure that each entry pays the fee. I don't see a reason to limit how many entries somebody can contribute to. Obvious abusers can still be disqualified, though I don't see any potential cases except for ugriffin's. You have three months to make the best possible single game, not a dozen somewhat crappy ones. Personally, I would object to the same team making two games for the contest. Double objection when the team consists of professionals who are already working together. The idea is to allow individuals to pool resources (aka artists) and encourage cooperation, not to allow a large dev team to spam the contest.

As for hosting, setting a size limit for binaries hosted on the uDG site seems reasonable enough, so make people who want bigger binaries host themselves.
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Post: #55
(Jun 5, 2011 10:41 AM)DoG Wrote:  Hmm, amazing that so many gray areas are discovered in the rules every time Smile

Anyway, IIRC, the one-team per entry rule was created in 2008 to make sure that each entry pays the fee. I don't see a reason to limit how many entries somebody can contribute to. Obvious abusers can still be disqualified, though I don't see any potential cases except for ugriffin's. You have three months to make the best possible single game, not a dozen somewhat crappy ones. Personally, I would object to the same team making two games for the contest. Double objection when the team consists of professionals who are already working together. The idea is to allow individuals to pool resources (aka artists) and encourage cooperation, not to allow a large dev team to spam the contest.

As for hosting, setting a size limit for binaries hosted on the uDG site seems reasonable enough, so make people who want bigger binaries host themselves.

I'm afraid that we're not trying to spam the contest, we're simply trying to increase our chances of winning. Of course, we wouldn't release more than two projects. The simple fact that our IDE of choice lets us work on two projects at once doesn't mean we're going to decrease the quality of what we would release.

Again, I point you to the commercial stuff we have out on the MAS.
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Post: #56
(Jun 5, 2011 12:14 PM)ugriffin Wrote:  we're simply trying to increase our chances of winning.

Make your one chance count.


There's no single winner who gets all of the prizes. There are many different categories and placings in which you can be part of the prize winning entries. This is a straight-up competition, not a lottery, and in no competition that I know of does someone get to place first and second.


Your team is more than welcome to join the competition, but you really must only enter one game. By all means, make three and pick one of them. You can still sell all three on the MAS after the competition.
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DoG
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Post: #57
(Jun 5, 2011 12:14 PM)ugriffin Wrote:  I'm afraid that we're not trying to spam the contest, we're simply trying to increase our chances of winning.

Now, creating not one but two games to increase chances of winning is, in fact, spamming. However, this is no lottery, so creating two inferior games instead of one superior game will most likely reduce your chances of actually winning.

If your intention is reaping prizes, you don't understand the spirit of this contest. You should not be entering to win prizes, but to create a kick-ass game.
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Post: #58
(Jun 5, 2011 02:07 PM)DoG Wrote:  If your intention is reaping prizes, you don't understand the spirit of this contest. You should not be entering to win prizes, but to create a kick-ass game.

You guys are misunderstanding us. We're really passionate about what we do, first of all. So I don't think it's fair that we're tagged as commercialists or similar stuff just because we also happen to be interested in winning. Rasp

We plan on entering the contest, two games or not. However, we can easily create something beautiful within the confines of 2 months, leaving the other two months void of activity (except for feedback and polishing I guess). Thus our idea of submitting more than one entry.

If it's not acceptable, that's fine. In the end, like you mention, we want to make a kick-ass game.

However, we'd also like that such kick ass game win something... because having recognition for your stuff is a nice feeling. It's not about the money. Wink

Consider us in this compo. Grin
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Post: #59
(Jun 5, 2011 06:39 PM)ugriffin Wrote:  we can easily create something beautiful within the confines of 2 months, leaving the other two months void of activity (except for feedback and polishing I guess).

I found past uDevGames to be a great outlet for testing out new ideas. You could view uDG as an opportunity to do something completely different. Perhaps a completely different genre of game? Perhaps pushing your dev platform in ways yet unexplored?
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Post: #60
(Jun 5, 2011 02:07 PM)DoG Wrote:  If your intention is reaping prizes, you don't understand the spirit of this contest. You should not be entering to win prizes, but to create a kick-ass game.
Then I hope I qualify. Smile I am not sure I can create a kick-ass game but I am interested in the contest purely to inspire myself to get a working game finished. Of course it would be fun if I could make it good enough to win a price or a honorable mention or something like that, but if someone likes it and I can get some constructive feedback, if only a little, I'd be happy.

Prices are a bonus, and also something that gives the contest credibility, it raises its status.
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