« Posts tagged Game Jam

Triangle Game Jam 2010

The Global Game Jam 2011 happens later this month and I’m really excited.  A few months ago we had our local Triangle Game Jam for the 4th year in a row.  It went pretty well, the theme was “blocks” this time.

Against my better judgment I decided to make a 3D game, which is typically a no-no in a game jam, they almost always complicate things far beyond your limited access to both time and artists.  The game concept I pitched was “Reverse Jenga”.  Simply put, your job was to build as high a tower as you could with randomly generated pieces without it falling.  The blocks would come in different colors, if you managed to get 3 blocks touching of the same color, they would solidify giving you a new base to build from that wouldn’t wobble.

I ended up being a team of 1, my requirements were a bit too risky for others.  So I went ahead and chased the dream alone.  It started off pretty good, found a decent XNA physics engine, Henge3D, quickly and was able to throw together a simple play area to stack the boxes.  Then, everything went to hell.  As soon as I started getting a handful of boxes in the scene the physics engine started generating tons of NaNs and my simulation broke down.

I’m already half way into the competition by this point, so too late to turn back.  I drop the physics engine I’m using and use another one, JigLibX.  I was able to integrate it, but it was more unstable than the first so I ditched it.  Left with only option I considered viable I went back to using Henge3D.  I then began debugging and fixing the NaN generating issues in the physics engine.  Which was a terrible idea but I managed to fix them.  I then had to make additional modifications to allow me to perform collision tests that didn’t result in simulation.  That way users could place blocks without a collision occurring until the user ‘released’ the block.

I was finally making progress when I started feeling sick.  So I ended up getting things to a semi-working state and then going home.  Sadly I wasn’t able to put the final touches into the game in the 5 or so hours I had left to complete it, which would have made all the difference.

I used a program called Chronolapse to record a time lapse of the game’s development.  Below it is a quick video of the game where I left it in development.  It needed more randomized shapes, and better controls so you could position blocks in the X,Z plane.  As I left it, you’re only able to move up and down…I think this game would have been much easier to design for if I had a 3d controller, 2 joysticks are just not enough. Anyway, enjoy!

Check out The Triangle Game Jam games to see other games that written this year and in the past.

Super Block Tower Extreme 1,000,000

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Super Block Tower Extreme 1,000,000 (Chronolapse)

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The song I used was, Bit Shifter – Activation Theme, from the Free Music Achieve.

Global Game Jam 2010 (Part 2)

Here is a video of a bunch of us playing our game.

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Global Game Jam 2010 (Part 1)

[Possessed: The Turing Deception]

This was our teams game! It was a lot of work but a lot of fun as always.  Here is my team as well as the progress log for our game :D

Team

  • Nick Darnell
  • Scott Jacobs
  • Harrison Moore
  • Michael Noland
  • Alex Park
  • Nolan Walker

Friday

4:30 PM Friday

Everyone arrives and begins to setup their equipment.  All the students have awesome hardware, all the professionals have crap machines…

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5 PM Friday

Kicked things off, watched the keynote, etc…

People loosely grouped into four circles and discussed ideas. These were collected and put on the projector. Each one got an elevator pitch and we voted on interesting ones (you could vote for any you thought were interesting). After they were sorted, we went down the list and asked if there was anyone who would champion (form the seed of a team) each idea. Then people started congregating into teams, which ended up being surprisingly geographic (based on the original sitting positions).

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Because of the snow, all we did on site was some initial planning and brainstorming, as well as exchanging contact info.

8 PM Friday

Dinner at Los Tres Magueyes, talked some more about the jam game as well as Pinin Rodizo, as Mike D and Mike Lee joined us.

10 PM Friday

Got a mailing list set up and started working, using Steam as our chat/IM system (half had AIM, half had MSN, but everyone had Steam).

1:32 AM Saturday morning

Got the game registered on the GGJ website.  Here was our progress at the end of the first night before everyone went to bed.

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Saturday

9:00 AM Saturday

Woke up to a ton of snow on the ground and no chance of Icarus opening their doors again early for the jam.  So we all log onto steam to coordinate our actions.

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12:00 PM Saturday

Music is in place. Some motion blur to add visual appeal.

1:20 PM Saturday

Progress after the first draft of the gameplay mechanics are working. Updated sprite artwork.

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2:25 PM Saturday

What a difference a background makes, gameplay improvements.  Bloom has also been added to make artwork pop a bit more.

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4:05 PM Saturday

New art, some of the LAN netcode is in place.

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6:39 PM Saturday

Got a call from someone at Icarus. They won’t be opening the venue tomorrow either. Guess this is going to be a totally virtual jam.

7:25 PM Saturday

Might look dinky, but this is the point where we have a full menu system including server browsing!

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10:16 PM Saturday

The lobby now has windows login names instead of just IP addresses, both local and remote connections are working. First real pass at state replication is in, but it has some issues (the two quickly diverge). Attack animations and menu sounds are in.

11:20 PM Saturday

It works!!! Client and server are properly replicating to each other. All of the blind-written attack player code is actually working! You can finally have a positive score.

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1:00 AM Sunday

Added back button to menus, etc… New title screen logo part done. Everyone is wiped out, time to sleep.

Sunday

The final day. It should be interesting.

9:58 AM Sunday

Nolan consolidated the replication messages with the tick messages so we send half as many packets. We have a 3 player match that’s noticeably faster than last night, starting to see glimmers of fun!

11:48 AM Sunday

End game timer and score board added.

1:27 PM Sunday

Ocean background, first pass at a mote particle system.

2:25 PM Sunday

Got in an AI player that is amazingly stupid, so single-player works now.

3:00 PM Sunday

Here’s what the title screen looks like now, showing off the mote particles. The energy cores are in and working.

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3:30 PM Sun day

Checked in fix for last known issue with resetting. Time for final play testing.

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Note: Michael Noland provided the perspective on our progress log, and was nice enough to let me post it here along with the pictures I took of the event.

Coming Soon: Global Game Jam 2010

The 2010 Global Game Jam starts in just 12 days. [I love doing game jams] and can’t wait for this one to start. If you’ve ever wanted to break into the game industry, there’s a lot of things you should be doing. The best of those things is to be making games :)

If you happen to live around a city where a lot of game development occurs I highly recommend attending the Global Game Jam. A lot of industry professionals attend the one here in Raleigh. I imagine a similar pattern is played out in other cities. So it’s a great way to make awesome games and possibly make some contacts in the industry.

Global Game Jam: Space Fish

This weekend was great fun, I participated in the first annual 48 hour Global Game Jam.  Working on the smash hit, Space Fish.

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Gameplay
You control a particle and attempt to slingshot red particles using your tractor-beam into a black hole, while attempting to protect the blue particles.

Team
Michael Noland: Code, Artwork, Sound Effects
Nick Darnell: Code, Artwork
Patrick Sebring: Artwork

Other Contributors
Mike Daly: Artwork, effects
Michael Lee: Sound effects
Harrison Moore: Music
Vincent Scheib: Title screen code