This is the game we created at the Nordic Game Jam 2010.
Finally ... after liters of chocolate milk, coffee and chocolate.
After playtesting, debugging, playtesting, debugging.... etc for 48 hours - we finally have a playable version out.
The theme for this years Game Jam was "Deception" and there was a constraint saying that you had to have a DonKEY, a MonKEY or a KEY in your game.
We chose to make a little player-vs-player maze game. The hunter (black) is faster than the hunted (white) but the hunted can spawn clones of himself.
The KEY is used to unlock the teleports (red squares).
We are considering selling the game on Xbox Live Marketplace, but let's see
I am attending the Nordic Game Jam chapter of the Global Game Jam that is going on this weekend in all timezones.
The keynote speaker is Peter Molyneux - and since I got the chance to meet a legend I just HAD to brag.
Someone posted on the XNA Forums about how all of his projects gradually slowed down and finally ground to a halt far from being finished and far from being anything like what he was striving for.
The original post was deleted while I was responding - but since I know there are many TGT's out there I thought I'd post it here.
If you're a TGT - this one's for you!
"Well if you want to hear my solution:
Do a little and do it well
Start out simple - but finish it!
If you have to create XNA-tic-tac-toe or XNA-Pong for you to finish a complete game including titlescreen, options and help, then by all means DO THAT
Better to have a fully finished game to show off, expand and learn from than 20 barely-begun projects laying around.
Be proud of what you do - because YOU did it!
This has worked for me in many endeavors.
Continually praise yourself saying "well done - you finished another sprite/method/class/level" and remind yourself of how far you've gotten on this project.
It is really a benefit to have high thoughts about what YOU produce - even despite what others may think or compare your games to.
Join hands - it just makes for better results
Only start something by yourself if you are content with failure or another "draft-gone-prealpha-gone-stale"
Find someone on the forums to make your first little game with. All gameprogrammers started small, but very few got to where they are today without the moraleboost of being in a group.
This weekend a buddy of mine and I are driving to Copenhagen to participate in Nordic Game Jam.
The sign-up closed at 260 participants, that will be my biggest jam yet :).
For those of you who haven't participated in a Game Jam yet - DO IT!
Here's a short excerpt from the NGJ webpage about why you should try it. It sums it up pretty well:
But why participate in a game jam? And why go through 48 hours of: very little sleep, hard work, great ideas, crunching, problem solving & technical issues? Because a game jam encourages innovation and experimentation. It is one of the vehicles behind the new generation of game developers that can experiment with platforms and game ideas in an intense and yet still informal atmosphere. This is the space where the new generation of talents can be found.
If you urge to create a game, collaborate and meet other game developers - then Nordic Game Jam is the perfect place for you. As a participant at the Nordic Game Jam you will be part of a global event of creativity and fun.
The Nordic Game Jam 2010 will follow the same format like previous years, as an event where students, hobbyists and professional game developers, meet up for a weekend to develop and experiment with new and innovative game ideas.
My version of the 10 second pitch sounds like this:
"It's an excellent chance to pick up new skills and friends while doing what you like best - code XNA ;-)."
Nordic Game Jam will be opened by Carina Christensen, Danish Minister of Culture - which I think is a proper recognition for the role games play in the development of a common culture.
But more importantly: Peter Molyneux, yes THE Peter "Populous-DungeonKeeper-Black and White" Molyneux will be doing the Keynote speech.
To me Peter is synonymous with Artificial Intelligence. Like no other he made me believe that the characters you saw on the screen had a life of their own, even after turning off the PC
Dave, if you're out there, I hope you don't object to me storing your lost treasure for the rest of the world to enjoy your creation
He has invented a way of generating simple, random robot-like or spaceship-like sprites. His code will generate many different versions of the millions and millions of possible variations of robots and spaceships. I really liked the idea, and thought that it would be very nice to have an XNA implementation for anyone who needed generic spaceships or robots in a game. So I created an XNA version from his description.
You don't have to understand the internals of neither Dave's code or my API to use this code, as everything is wrapped up in simple methods. But all the helpermethods and variables are available for use if you want to create something more advanced.
It can be as simple as this:
//create two bitmaps scaled by 5 with different colors
Bitmap spaceship = PixelMaskGenerator.GetCompletedRandomSpaceshipImage(5, Color.CornflowerBlue);
Bitmap robot = PixelMaskGenerator.GetCompletedRandomRobotImage(5, Color.LightGreen);
The above code would generate the following two images:
If you'd rather generate SpriteSheets and then use them as Content files instead of creating the spaceships runtime there's also support for that. The spritesheet below was created with the following code: