
Mon Apr 08, 2013 6:30 pm
My dear Twilight, you have much to learn about friendship!
Let's be straight with each other: A week is not enough time to make anything grand or great by itself. As much as these other teams may think so. Working with someone else you've never met before is a severe handicap on top of this. In higher level contests like this, it's not unreasonable for people to make use of code, graphics, almost finished, or even finished but unreleased to the public projects to get a jump on the competition and showoff. That's why contests usually have themes or weird rules to try and prevent this. This one doesn't have any. It's all rather silly when you think about how hard and complicated it is to make games anyway.
So what do we do? The other teams have half of the right idea: which is to make whatever and enjoy yourself because ultimately we know whatever we make is disposable. The other half which we will aim for is: we have to pull from outside the game itself to add context and a sense of it being something more than it really is. My idea on this is to do something extremely silly but fun, and present it in a way where people think we are totally serious about it. Also, winning the contest, while nice, is never the ultimate goal. At least for me, we go into this with a hidden ultimate goal, use this as a means to do something we couldn't do without it. For most people, it's make something silly or throw-away, and not have to worry about the commitment to a large project, with their name stamped to it where they will be judged completely. The contest is an excuse to work around real criticism. You'll notice when it comes time to vote, how absurd and silly things will get when everyone has to rate throw-away games made in a week. And that it will likely be the contestants themselves doing the rating, (talk about a conflict of interest!) It's pretty demeaning, random, and doesn't really mean anything about your worth as a game maker, so far as you can navigate and meet the rest of these guys collective expectations on what a good contest game should be, in completely relative terms, which is why everyone tries their best to hide what they're doing. Since if you know, you can build a game to better position yourself relative to what they're doing.
So that's all the unspoken currents at play here. In my opinion, we need to do something:
- quick
- exciting
- extremely low production value
- involves or at least is something of amusement/interest to people in this contest, since they are the only ones who are going to play what we make, if that
And that's if we want to win. But we don't enter these things to win, not as our primary objective. People will describe the primary goal as 'to have fun', and while technically correct, 'fun' is so vague a thing that we may as well justify our every action as 'whatever dude'.
And if the language barrier (is there one with us?) hasn't obstructed anything, you should have figured out this is a really crazy way to justify making pony porn as it would be hilarious. But also stupid given the rest of what has been said, so that's not what we're going to do.
What we're going to do, if anything, is make an adventure game.
Three parts:
- first goal, a simple puzzle like collecting clothes to get dressed, meant to let the player get used to things
- second goal, hero must perform a chore but runs into an obstruction, and must come up with a clever way around it
- the way around it fails and the hero finds himself in deep trouble
- hero escapes, is given a second chance, and wins
This is all we need. Which I can more or less take care of. What I'm thinking you could do, is we can spice things up since every object can have a description voiced by the main character, and we can include props and items that have nothing to do with anything, but are just silly gags. You could write text, and if you're up for it, you could voice it too!