Nagadevmo
by Axel Cushing · in General Discussion · 10/31/2004 (9:23 am) · 7 replies
Sometimes, the damnedest ideas come to you at the most unexpected times.
After reading Ben Garvey's reply to my .plan file, I was noodling around, getting myself ready for the challenge ahead in the National Novel Writing Month contest.
That's when it hit me.
I knew about 24 hour game design challenges. I knew about 72 hour game design challenges. So, why couldn't there be a 30 day game design challenge. A National Game Development Month. NaGaDevMo.
To be sure that somebody hadn't already attempted something like it, I ran a search through Google, and found only one LiveJournal post from somebody who thought it might be a good idea. For all practical purposes, the idea is unexplored. The actual parameters might need to be hammered out, but it could be the sort of project that not only involved the GarageGames community, but actually expanded it.
What do you think?
After reading Ben Garvey's reply to my .plan file, I was noodling around, getting myself ready for the challenge ahead in the National Novel Writing Month contest.
That's when it hit me.
I knew about 24 hour game design challenges. I knew about 72 hour game design challenges. So, why couldn't there be a 30 day game design challenge. A National Game Development Month. NaGaDevMo.
To be sure that somebody hadn't already attempted something like it, I ran a search through Google, and found only one LiveJournal post from somebody who thought it might be a good idea. For all practical purposes, the idea is unexplored. The actual parameters might need to be hammered out, but it could be the sort of project that not only involved the GarageGames community, but actually expanded it.
What do you think?
About the author
Axel Cushing currently writes for the game site The Armchair Empire, when he's not working on game designs, novels, or screenplays.
#2
10/31/2004 (9:53 am)
I think it's a good idea. 30 days can yield some very good and well-implemented ideas. Also, beyond the TGE/TSE license as a prize, other companies can provide prizes for the winner and/or runner-ups. Not to mention the biggest prize: Winning a contest like this. :)
#3
And in case you didn't know, GG is one of the sponsors of the Khronos OpenGL ES challenge, where you can win Indies licenses of TGE among other prizes.
Since it's OpenGL ES, it's meant for the mobile/handheld segment, but you can do games, screensavers/tech demo or even OGL ES tuts as entries.
www.khronos.org/devu/opengles_challenge/
There is a similar comp on gamedev.net, but BREW centric since Qualcomm is the sponsor (and gamedev's founder one of the senior OpenGL ES guys over there ;))
More details here : www.gamedev.net/community/contest/qualcomm2004/
Get coding !!
10/31/2004 (10:08 am)
Make it GloGaDevMo or WoGaDevMo (Global and World, respectively), to make everyone feel welcome, and you're in bidiness ;)And in case you didn't know, GG is one of the sponsors of the Khronos OpenGL ES challenge, where you can win Indies licenses of TGE among other prizes.
Since it's OpenGL ES, it's meant for the mobile/handheld segment, but you can do games, screensavers/tech demo or even OGL ES tuts as entries.
www.khronos.org/devu/opengles_challenge/
There is a similar comp on gamedev.net, but BREW centric since Qualcomm is the sponsor (and gamedev's founder one of the senior OpenGL ES guys over there ;))
More details here : www.gamedev.net/community/contest/qualcomm2004/
Get coding !!
#4
The one criteria for winning NaNoWriMo is meeting the minimum word count by the deadline. There are no judges to look at the content and offer critique. If NaGaDevMo followed that model, and the model that more stringent challenges (the 24 and 72 hour competitions) go by, critique would be almost an afterthought. No "best in show" or "best genre" awards. Simply completing a game in 30 days, an alpha at best, but a game. A base from which you can refine the game, get it into beta state, and go from there. This wouldn't be like "Make Something Unreal," which was primarily a mod-making contest. This would be development of a full game, rough, possibly buggy, almost certainly ugly, but a game. This would be a challenge of skill, where the ultimate prize isn't dollars or technological toys, but the beginnings of a product. Something that you can chuck in the trash or build up into a new franchise, who knows? The point, and the prize, is getting the thing made in 30 days. What you do with it after that is a choice left up to you.
10/31/2004 (10:21 am)
If NaGaDevMo followed the model set forth by NaNoWriMo, there wouldn't be prizes, per se. A big part of the NaNoWriMo contest hinges on completion, and with completion the bragging rights that say "I wrote a novel in a month," or in the case of the hypothetical NaGaDevMo "I developed a game in a month." There are no big cash purses, or even small cash purses. No guaranteed contracts with agents or publishers.The one criteria for winning NaNoWriMo is meeting the minimum word count by the deadline. There are no judges to look at the content and offer critique. If NaGaDevMo followed that model, and the model that more stringent challenges (the 24 and 72 hour competitions) go by, critique would be almost an afterthought. No "best in show" or "best genre" awards. Simply completing a game in 30 days, an alpha at best, but a game. A base from which you can refine the game, get it into beta state, and go from there. This wouldn't be like "Make Something Unreal," which was primarily a mod-making contest. This would be development of a full game, rough, possibly buggy, almost certainly ugly, but a game. This would be a challenge of skill, where the ultimate prize isn't dollars or technological toys, but the beginnings of a product. Something that you can chuck in the trash or build up into a new franchise, who knows? The point, and the prize, is getting the thing made in 30 days. What you do with it after that is a choice left up to you.
#5
I think it's best not become a competition because keeping it as a for-fun thing fosters a collaborative effort. With GID, people help each other out all the time, to the extent where someone can say "hey, i need this" and not long later its made. This extends beyond GID too, with everyone helping each other out frequently. I've seen many new teams formed, new friendships formed, and at least two people have gotten paying work based on their work doing GID. As soon as it becomes a competition then all that spirit is lost. Talk to any of the GID regulars and they will all tell you the same thing.
All that said, I think a month is too long. Look at what people are achieving in a day. Given a month I'm sure everyone who's done a successful GID could churn out something polished in a month. If not that, then a large but rough prototype. I would wager you could do a GTA style and scale prototype in a month.
I'd really love to give this a go. But, I dont have time. Taking a day or two a month is hard enough, finding an entire month spare is not going to happen. Sure, you could say you'd do it in your spare time, but then all you're doing is a GID spread over a month rather then a day. That kills the fun for me.
Just my 2 cents. I'm sure I could of been clearer, I'm pretty tired. Sorry :)
T.
10/31/2004 (10:32 am)
This kind of thing sounds a lot like an extended GID (www.gameinaday.com). We've pondered doing some experiments in this kind of area.I think it's best not become a competition because keeping it as a for-fun thing fosters a collaborative effort. With GID, people help each other out all the time, to the extent where someone can say "hey, i need this" and not long later its made. This extends beyond GID too, with everyone helping each other out frequently. I've seen many new teams formed, new friendships formed, and at least two people have gotten paying work based on their work doing GID. As soon as it becomes a competition then all that spirit is lost. Talk to any of the GID regulars and they will all tell you the same thing.
All that said, I think a month is too long. Look at what people are achieving in a day. Given a month I'm sure everyone who's done a successful GID could churn out something polished in a month. If not that, then a large but rough prototype. I would wager you could do a GTA style and scale prototype in a month.
I'd really love to give this a go. But, I dont have time. Taking a day or two a month is hard enough, finding an entire month spare is not going to happen. Sure, you could say you'd do it in your spare time, but then all you're doing is a GID spread over a month rather then a day. That kills the fun for me.
Just my 2 cents. I'm sure I could of been clearer, I'm pretty tired. Sorry :)
T.
#6
GID was one of the influences for this idea. I believe that a competitive atmosphere and a "for fun" atmosphere are not mututally exclusive, particularly if money and or prizes are not a consideration. And there is nothing to say that you couldn't get people to collaborate if they wanted to. If it helps people get their games done, so be it. It might be just a scaled up version of GID, but that doesn't mean it's any less viable. Competition can be a good thing as long as it's not the driving force behind the effort. The deadline should be the motivator. The result should be the prize. Short of outright theft, the means are not as important as the result. Accomplishing the goal is what's important, and there should be few constraints if any on how that happens.
10/31/2004 (11:04 am)
@TomGID was one of the influences for this idea. I believe that a competitive atmosphere and a "for fun" atmosphere are not mututally exclusive, particularly if money and or prizes are not a consideration. And there is nothing to say that you couldn't get people to collaborate if they wanted to. If it helps people get their games done, so be it. It might be just a scaled up version of GID, but that doesn't mean it's any less viable. Competition can be a good thing as long as it's not the driving force behind the effort. The deadline should be the motivator. The result should be the prize. Short of outright theft, the means are not as important as the result. Accomplishing the goal is what's important, and there should be few constraints if any on how that happens.
#7
10/31/2004 (4:11 pm)
Edit : wrong thread ... sorry, lol
Torque Owner Peter Dwyer
1. Prizes. Probably a torque licence for the best scripted mod/game category.
2. Graphics cards 6800 ultras or gts and ati x800 and x700s would be nice for the sdk owning category.
3. A theme. This would allow the competition to be held on a regular basis as each round would have a theme for the game like "Underwater" or "Cave in" etc. etc.
4. Strict deadlines. It is generally considered unfair to allow submitions after the deadline, no matter the circumstances. If you give extra time to one, then you must give it to all!
I'm sure you can think of many more. You should approach people like Jeff Tunnel etc. etc. to see what they may be willing to donate to the competition.
Last but not least. Impartial judges are a must. No-one and I mean no-one affiliated with a judge or the organisers of the competition would be eligible to enter it.