Alright, since no-one else was being very decisive...
Thanks to s-m-r for coming up with the concept.
Welcome to the 2011 Game Engine Contest!
This is a two-stage contest. You are free to enter either or both stages.
* Stage 1 requires the entrant to create an engine, which could be adapted by others to create a new game.
* The most popular entry/entries from stage 1 will be used in stage 2.
* Stage 2 requires the entrant to build a game, based on an engine from stage 1 of the contest.
The overall goal of the contest, is to have fun, and to create a number of engines which may be used by members of the community (especially the less experienced klikers), to make games and to learn from.
--Stage 1 Format--
* There are no real prizes. I will however, personally donate 1000 DC Points to the winner.
* There are no judges. The winner shall be determined by a public vote.
--Stage 1 Rules--
The following are compulsory rules. Failure to adhere to them may result in your entry being disqualified from one or both stages of the contest.
1.) Please submit your engine by uploading to a filehost, and posting a link in this thread, before 1:00am (UTC) on Monday July 18th.
2.) Files must be in .mfa format (or equivalent), and may be uncompressed or zip/rar-compressed. Files should be no larger than 3MB. Compiled .exes will not be accepted.
3.) Engines must be fully compatible with build 251 of MMF2. HWA-only features are allowed. Developer/Flash/MMF1-only extensions are not.
4.) Engines which were created before the start of the contest, are not eligible to win stage 1. However, they may still be voted on for use in stage 2. Please post a link in this thread, but state clearly that the engine is not eligible for stage 1.
The following are encouraged, but not compulsory.
Bear in mind though, that people will be considering these factors when voting.
* The engine should contain no password-protected groups.
* Alterable/Global values and strings should be appropriately renamed.
* Events should be clearly commented (in English).
* The engine should be easy to use - suitable for use by novice klikers.
* The engine should be flexible - suitable for use in a wide variety of games.
--Stage 2 Rules & Guidelines--
These will be determined following the conclusion of stage 1.
We will require impartial judges, so please post here if you are interested.
Hmmm... So the Layer Object and the Platform Movement Object are standerd internal MMF2 objects aren't they? If I were going to make an engin I'd probably at least use those. Do you think people would be ok with that?
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One
It's just that most people (and beginners especially), won't have bought MMF2-Developer or the Flash plugin, so I'd rather you didn't use any extensions that require those. You're still free to use the vast majority of MMF2 extensions.
If you want to include a Flash version of your engine, that's also fine, provided you also submit a version that doesn't require the Flash plugin.
No prizes for stage 1, except for DC Points - and I know everyone's desperate to get some of those (especially the people who haven't yet joined the awesome VIP section of the forums!)
Stage 2, who knows? We'll see how much interest there is, and maybe someone else will organize it all, and arrange some prizes.
I'd like to think people aren't driven solely by the desire to win free stuff...
Doesnt seem like many people are interested. Personally, i feel that the competition would be better if the stages are reversed. In other words, artists provides graphics in stage 1, then stage 2 users can just use the graphics by any of the artists to create any type of games they want. Something like the competition held by tigsource quite some time ago (cant remember the name).
It just gives more creative freedom. If the engine selected is that of a platform engine, doesnt that mean all of the games in the competition will be platformers? i sure wouldnt like that. And if the engine is flexible enough to use for wide variety of games, you might as well be building a MMF from scratch or a LBP. MMF in itself IS an engine. why limit what a pre-existing powerful engine can do?
I'm cleaning up a turn-based, tile-based engine I started over a year ago but never finished, which currently contains the following features:
--basic AI opponents
--Sokoban-like puzzle components
--the ability to shoot and capture/destroy enemies
--a broom and the ability to "sweep up" garbage and debris
--plungers, stopped-up drains, and flushable water that disappears once the player cleans up the drain
--tiles that disappear and turn into pits after the player crosses them once (one-step tiles)
--pits that open and close at set turn intervals, or can remain open.
--bonus pickups that add to a player's score
--level exits that open only after a set criteria are met (all enemies gone; all crates moved to scoring positions, no trash left, etc.
--"steam-cloud" barriers that are removed once the player touches the steam valve
It's kind of a long story about how this engine came to be, and how such peculiar actions came to be implemented. But a creative designer and artist can take the elements and turn them into something entirely different than the examples.
The events are commented fairly well. The only thing remaining is to compose some fair examples of the different elements so designers can learn what each of the groups does. It should all be done by the time the first phase of the contest comes around.
If anyone has suggestions on other elements I should implement, please pass them along and I'll do my best to work it in before the deadline.
Edited by s-m-r
"An FPS where you ride horses with space people but you keep jumping forward in time."
Sounds unusual - not what I was expecting at all. Was this to be a Mario fangame where he actually does some plumbing for once?
Like you say, it has heaps of potential to be adapted in different ways - many of the elements you listed crop up in a wide variety of game genres.