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Global Game Jam 2012 Wrap-Up

The 2012 Global Game Jam is over and it was another year of awesome games in the Raleigh-Durham – North Carolina area.  This week I wanted to put the spotlight on all the games lovingly crafted by our crack squad of jammers – especially mine, Low Power! :D

The Theme

theme

The Ouroboros – but no explanation was given.  We just showed the jammers the image and it was up to them to interprete it.

LOTR Body Snatching

Rock, Paper, Scissors with body snatching!
Avoid or possess enemies to stay alive and win.

Low Power

In order to survive Low Power you must consume yourself (like the Ouroboros) to survive.  You control a robot whose battery is constantly draining but there are valuable energy cores scattered throughout the level that will sustain your life.  There are all kinds of dangerous environmental hazards that unless you enable your sensors/abilities (lights, shield, ground sensor, microphone) you’ll never survive.  However enabling the different systems will drain your battery even faster!

Parasite

You are a Parasite that leeches off battle ships. Enemies will constantly come in formations to destroy the ship you are occupying. Using the possessed ship, you must defeat your enemies! However, as you leech your ship it slowly dies, you will constantly need to take control of and leech of another ship. With out a ship for protection you are helpless!

Planes on a Snake

A rift in spacetime has resulted in a large number of World War II era planes getting stuck on the world snake.  Join the frequent fliers club of Ouroboros Airlines, racking up points while taking advantage of the torus nature of your new environment.

Roller Snake: The Quest for Chili Dogs

Control “Hardy the Hoop Snake, Jr., III, IV, and V” in his quest to eat as many chili dogs as possible while winding through ‘Catastrophe Canyon’

Snake Run

You are the snake’s guardian, you must ensure that balance is maintained.  Let enough creatures be eaten by the snake to ensure he doesn’t starve, but not enough that he frenzies and destroys everything.  All the while outrunning him!

Global Game Jam 2012: Friday!

I’ve been spending a lot of time lately rebuilding the old Triangle Game Jam website. Now that it’s done I can get back to new articles. The new site is up at http://www.trianglegamejam.com.  It’s where we’ll be archiving all Raleigh/Durham/Chapel Hill – Global and Triangle game jams.  All the past years works that I could get my hands on are up there and worth taking a look at.  It’s amazing what people with a goal can create in a weekend.

In other news – The global game jam starts this Friday (January 27th).  You should signup and find a local jam site you can attend.  It’s totally worth a weekend of your time.

Hubert’s Safari Adventure: Development Diary

1/28/2011 6:00 PM

We just finished hearing the keynote given by Keita Takahashi.  Just like his games…it was different.  Seems like a guy that would be interesting to hang out with.  We’re now forming our groups.  The theme this year is "Extinction".  Awesome, finally something simple and concrete.

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1/28/2011 7:00 PM

Groups have formed, I joined the group making a global control game.  Where you adjust the temperature, cloud cover…etc to control evolution and attempt to prevent extinction on the planet.

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1/28/2011 9:00 PM

We’re back from dinner.  Mmm Mellow Mushroom.  My cold is getting worse, I will probably leave early.  We’re batting ideas around, very difficult to make this game concept fun.  Lots of variables.  I fear this game is becoming Sim Earth, but like a version built in 48 hours and even more pointless.

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1/28/2011 10:00 PM

Still going over the game idea, Mike is checking in our initial solution to work with.  The game idea is feeling less fun by the minute.

1/28/2011 10:30 PM

I’m heading home.  I tell everyone to find the nugget of fun or abandon the idea.  I’ll login from home and work on some GUI stuff, this game feels very GUI heavy for all the knobs and sliders you can play with to control things.

1/28/2011 11:30 PM

I fall asleep on the couch.  Thanks NyQuil.

1/29/2011 12:03 AM

I have received an email from Mike:

We are making a totally different game.

Nonsensical dodo slayer

You fire anvils, fireballs, and piranhas at a giant flock of dodos, etc…

We’ve actually come up with a solid plan, tho it doesn’t sound like it.

1/29/2011 9:00 AM

I’m awake.

1/29/2011 10:00 AM

Alright ready to go, need to go by the store and get some DayQuil and various other supplies to keep me awake and coding.

1/29/2011 11:00 AM

I’ve arrived to the Jam Site, need to get setup and understand the plan for the new game idea.

1/29/2011 11:01 AM

Ok, the idea is to make a nonsensical dodo slayer.  Appears the email was quite accurate.

1/29/2011 12:45 AM

There is a title screen and some random dodo things that move around.

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1/29/2011 2:30 PM

We’re finally off and going, tummies full of food.  The art is looking pretty awesome.  Like a cross between Elmo and a dodo.

1/29/2011 3:15 PM

I’m working on the firing system.  Woo!  Simple target aiming system for now.  Will revise for maximum fun as we go.

1/29/2011 3:56 PM

I’m firing attractors into the level.

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1/29/2011 4:16 PM

I love DayQuil.  I’m losing my voice.  Lame.

1/29/2011 4:37 PM

We’re getting the first drops of actual art into the game.  Those poor dodos have no idea what’s about to happen to them.

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1/29/2011 5:04 PM

I’m working on the animation system, going to make the animation playback scale so that when the dodos get scared their animation rate doubles or triples.  Should provide a lot of humor.  The buy screen is in, so that people can purchase items to be used.  The background appears to have odd gamma rendering artifacts.

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1/29/2011 6:18 PM

Spirits are high, the comedic humor of the art is good.  We’re working on making the poor dodos explode.  Anvils and ice-cream make an appearance, but don’t do anything yet.  We found out the DCC tool the artist was using to render the background was encoding source gamma information into the image, but XNA doesn’t respect that information.  Gamma fixed.

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1/29/2011 6:34 PM

Playing with XACT 3.  This tool needs some usability love…

1/29/2011 6:49 PM

The end is nigh.  Abandon all hope all dodos that enter here.

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1/29/2011 7:39 PM

I’ve got the sounds in for the splat, and the and the birds, the sounds truly bring the visceral dodo destruction to life.  The volume of the flock actually varies over time based on the number of the dodos left.  We need epic music now.

1/29/2011 7:40 PM

I love DayQuil.  My voice is almost completely gone though.

1/29/2011 7:45 PM

Chris has the blood spray working, it looks awesome.  Things are coming together.

1/29/2011 7:56 PM

Looks like we have 2 levels, with a 3rd one on the way.  I’ve suggested Antarctica with the aura borealis…that seems to have caught on.  Should be interesting.  Getting Hungry.

1/29/2011 8:21 PM

Stopped to have a brainstorming session to get people to determine the priority of items left, created a list of things to do.  We’ve still got a fair amount of work to do.  But the game should be very comical and pretty.

1/29/2011 9:12 PM

Alex has added a simple HUD.  I’m getting Hungrier.  Voting on food locations is not working.

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1/29/2011 11:23 PM

Cold is fighting back.  Going home soon.

1/29/2011 11:50 PM

Still here but in a daze from the cold.

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1/30/2011 12:22 AM

I’ve added the level transition logic.  Going home.

1/30/2011 3:00 AM

Sleep.

1/30/2011 8:00 AM

Awake. 

1/30/2011 9:30 AM

I’m back at the jam site.  I appear to be the first one here and awake.  Someone is sleeping in the room.  Will go find somewhere else to work until they wakeup.

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1/30/2011 10:30 AM

I’ve decided to change the HUD.  Changing the button layout to be spatially map-able to the Xbox 360 controller.  Fixing some sound issues.

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1/30/2011 11:20 AM

Level transitions are working-ish.  Making the HUD text outlined so that it’s easier to read.  BURN DODO BURN!  Mike has integrated the burning animation into the mix.

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1/30/2011 11:40 AM

Final targeting cursor is in.  The artists are working on some sweet store / score and credits screens.  We’re also getting some art of the dodo for the title screen.  The consensus is a dodo with an “The end is nigh” sign.

1/30/2011 12:00 PM

Looks like we’re working through lunch.

1/30/2011 1:00 PM

Chris added some alpha blended boxes behind the text to get them to stand out from the background in the store.  I fixed some bugs with the animation system that was causing flipbook wrapping when the animation playback was scaled.

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1/30/2011 2:00 PM

The finishing touches are going into the game now.  Making sure everything resets properly after each new game.

1/30/2011 2:30 PM

Adding the music into the game.  Removing the background dodo sounds, just keeping the hurt dodo sounds.

1/30/2011 3:00 PM

Game Over.  Game looks pretty good and it’s fun.  Everyone did a wonderful job.

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Hubert’s Safari Adventure

The Global Game Jam 2011 has ended.  I present to you the labors of me and my team.  The theme this year was “Extinction”, which I’m happy to say I loved.  I was very happy that the group organizing the global game jam finally figured out they need to focus on something simple and concrete for the theme.

Description

A game for one player using an Xbox controller or keyboard and mouse, wherein you exterminate dodos for a tyrannosaur named Hubert.

- Hubert runs a park with the allegedly extinct dodo.
- You have gotten a pass to go hunting on his lands.
- Kill as many dodos as you can in the time limit.
- Use ice cream to attract the dodos, and then crush them!
- Drive them before you! Hear the lamentations of the hens!
- Bonus time and money is awarded for high-efficiency extinction.
- The game ends when time expires.

Team

  • Alexander C. Park
  • Autumn Ford
  • Chris VanderKnyff
  • Harrison Moore
  • Michael Kelley
  • Michael Noland
  • Nick Darnell

Video

YouTube Preview Image

Download

HubertsSafariAdventure_v1.zip

Requirements

The Art of the 48 Hour Game

The idea isn’t new, a few people get together one weekend with a common goal; make a game in 48 hours. I have game jams on the mind because the Global Game Jam is this weekend. So I thought I might do a post on hosting and participating in a successful Jam.

I’ve been party to five game jams over the last few years and I’ve made some observations of what works really well and what doesn’t.

1) The Organizer

Every Jam needs an organizer, the guy who aligns everyone and makes sure there’s a Jam Site and that that everything is ready to go long before anyone else shows up. There’s a fair amount of work that goes into a Jam, especially if you require internet access. A lot of businesses that might like or be open to hosting it tend to nix it because of the work, risk or liability issues. Depending on the size of the Jam, the organizer also needs to recruit helpers. People that have experience with Jams and can help people out that are new to the experience and possibly to the technology primarily being used in the Jam. Also, don’t forget to setup a source control server for your participants. Otherwise how will they collaborate?

2) Pick a Framework

We tend to use XNA for our Game Jams. While I’m sure you could use UDK or Unity3D for a Game Jam, those frameworks have a much higher barrier to entry. If you are unfamiliar with the technology, you’ll spend a lot of time chasing down tutorials and you just don’t have that kind of time in a jam. Doing an XNA game in a weekend for someone who has never touched XNA is far more achievable. But you should ask your participants, heck, I almost want to host a Jam focused around Little Big Planet 2.

3) The Schedule

Typically a Jam runs Friday to Sunday. Starting on Friday around 5-6 o’clock and ending at approximately the same time on Sunday to do presentations. We’ve found that the first night is usually not the time to start burning the candle at both ends; most people are already tired from work. You should recommend to the jammers to get into groups, talk about the game, go get some food and then do a little work on it. Go home and get plenty of rest and come in Saturday bright and early and ready to write a ton of code for 12+ hours.

4) Simple and Creative Theme

Your theme should be creative and simple. Something that allows for a lot of creativity but doesn’t completely open the players up to making whatever game they want. The global game jam themes tend to actually be my least favorite. The group organizing it tends to pick themes that are very vague, and actually a little hard to turn into concrete ideas for games. For example, last year’s theme was “Deception – and you had to incorporate a net, a set or a pet”. The year before that it was “As long as we have each other, we’ll never run out of problems”. Personally, I find these kinds of themes a little annoying because they tend to turn into a challenge of “how do I morph my game idea into this vague theme”, which I don’t think is what you want.

You should really try and give your jammers something concrete to build from. For example, the local jam we do in Raleigh, NC has had themes like “Triangles” and “Blocks”. My personal favorite was Madlibs. Everyone comes to the jam with 5 nouns, 5 adjectives and 5 verbs. We then entered them into a simple website which randomized everyone’s words into game titles in the form of “Adjective Noun Verb”. So you might see game titles like “Meaty Nun Flyer”, “Musical Dragon Twirler” and “Pixelated Martini Roller” just to name a very small number of the ones generated. I like this method a lot because a title like “Meaty Nun Flyer” is evocative, immediately conjuring up possible game mechanics and a mental image. Something I find very important when I’m trying to crank out a game in 48 hours.

5) The Grouping

After the theme has been announced you should give everyone 15 minutes or so to come up with an elevator pitch for their game. If you are doing something like madlibs you skip this step. Then have each person with an idea stand up and pitch it. Have someone write down the title and a 3 word description. After everyone finishes, now comes the least fun part, the puppy killing phase. You need to reduce the number of game ideas to the ones people actually want to work on.

We tend to do this by first getting a general consensus of what people would even be interested in working on. So just go down each game title, remind them what it was and then have them raise their hand if they would want to work on it. People can vote multiple times in this phase. You should cut anything from the running that doesn’t at least have 3-4 people even interested in it (numbers vary based on the size of the jam).

After you’ve narrowed the list you should have the final grouping phase. Start by going down the titles left and asking people to vote once. Ask them to pick the title they want to work on, even if no one else wanted to work on it. People can skip this phase if they are unsure. This will give you the list of games that are going to be made. From here, anyone left undecided can just join the group they are most interested in.

6) Forget

Forget everything you ever learned about software engineering. It’s actually nice to remove yourself from the mindset of someone writing production code 50+ hours a week. Copy paste code, make everything public. I mean you’ve got 48 hours; it’s really not the time to worry about overhead, performance or maintenance.  Always take the quick and dirty path to getting the game done, you simply don’t have time to constantly refactor systems during this process.

7) Gameplay First

Get the mechanics and controls of the game working before anything else. You need to try and aim for getting the game done by Sunday at noon and leaving the next 4-5 hours to do the random bits like improve graphics (maybe add a neat shader effect) and add a title screen, all of the polish items basically. It also means you’ll be having fun on the last day instead of stressing over your game only being half done.

8) The End

Just some final thoughts I have on the subject. If you’re a student you should come to game jams. Industry folks do participate and it’s a good way to make contacts.  If not, at the very least you’ll have something cool to show a potential employer. If you’re already in the game industry, you should participate in game jams. The experience can be very invigorating to return to a simpler time when games or projects don’t stretch on for several months or years. It’s nice to be able to sit back and feel like you’ve accomplished something that is a whole instead of merely a part in such a short time.