Turns out I'm no good at competitions. Something about the time limit, and guidelines, and lack of an attention span, blah, blah, blah... Anyway, Jonny (Smeby) said he'd enter a competition that wasn't Christmas-themed, so here comes the GENERIC COMPETITION OF NO SIGNIFICANCE, Mark I. The idea is that there are no themes at all, just guidelines. Seeing as I only ever got two entries, the time limit has been expanded to January 31st, 2009. I also still need prizes. The guidelines remain the same:
PICK A GUIDELINE! Guideline #1, Story Mode: Create a game with an epic storyline, awesome characters, and overall goodness, yummy yummy goodness.
Rules:
1. Game can be made in any program or programming language.
2. Game story must be divided into chapters, and there must be at least 3 chapters.
3. Game can be any genre.
4. Game cannot be more than 25 mb.
5. Game must not contain copyrighted material unless said material is completely your own, or you have proof of permission to use the material. You may use the Clickteam provided graphics and sounds.
6. You probably should make your own graphics.
7. Game must include a three second splash screen with the compo logo and the author's name. If the name in the game does not match the user's name at the time of submission, the game is disqualified.
8. Deadline is January 31st, 2009.
Guideline #2, Arcade Mode: Make a game worthy of an arcade! That means tight controls, fun gameplay, coin-op and NO SAVES!
Rules:
1. Game can be made in any program or programming language.
2. Game cannot contain more than 8 frames/levels (because TGF and KNP call them levels).
3. Game can be any genre EXCEPT role-playing and text-based.
4. Game cannot be more than 10 mb.
5. Game must not contain copyrighted material unless said material is completely your own, or you have proof of permission to use the material. You may use the Clickteam provided graphics and sounds.
6. You probably should make your own graphics.
7. The only saving permissible is a high-score table/records table.
8. Game must include a three second splash screen with the compo logo and the author's name. If the name in the game does not match the user's name at the time of submission, the game is disqualified.
9. Deadline is January 31st, 2009.
Judging
Once a round closes the judge(s) will look over each game submitted. I will email conformations to all those whose submissions have been received, then I will distribute the game to each other judge (if there are any). All games will be played and rated by the following criteria:
Gameplay (how fun it is to play the game) 45/100
Graphics 10/100
Sound 10/100
Programming (lack of glitches, bugs, freezing) 25/100
Originality 10/100
In addition, those following Guideline #1 will also be graded on the following:
Storyline (Is it exciting/interesting, of suitable length for the subject matter): 20/50
Atmosphere (does the gameplay, sounds and graphics match/suit the tone of the story): 20/50
Delivery (how well does the story flow, is it understandable): 10/50
And those choosing Guideline #2 will also be graded on the following:
Learning Curve (how easy is it to figure out the basics but not necessarily master the concept): 10/50
Lastability (what's going to keep them coming back): 10/50
Dropability (can the player leave and come back without wishing they could save ): 10/50
Features ( is there enough to do to warrant spending money each time one wants to play, any way of proving one's achievements): 20/50
All games will thusly be given a score from 0 to 150 points. I need judges, people! Anyone who wishes to be a judge can DC mail me.
Final Round Rules
Those who choose to take the Story Mode guideline will be judged separately from Arcade Mode participants (unless there aren't enough participants). Then the two winners will face off in a final round. The competitors may or may not be able to choose knocked-out participants to help them.
Prizes No prizes currently exist. However, once they cease to not-exist, they will be distributed at the end of the competition to the winners. Prizes will be given to first, second, and third place. First place goes to the winner of the final round, and second place to the loser of the final round. Third place will go to the person with the highest non-winning (not getting into the final round) score.
I have never been involved with a compo recently cause i know how time consuming it can gets and it requires lots of follow up and dedication. I wish everyone running the comp's the best of luck however.
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Originally Posted by Psuedo-HD Rikus
2. Game cannot contain more than 8 frames/levels (because TGF and KNP call them levels).
So let's say I made a frame that loads multiple stages (more than eight) externally from text files I can get away with it since it's not technically Klik Frames/Levels? I've come to love that method so if I made a game chances are I'd use that if it's allowed.
Originally Posted by Psuedo-HD Rikus As long as the source file itself has only eight frames, you can load levels from text files if you want.
That doesn't make sense seeing as you are allowing any programming language, a c++ app doesnt have built in frames/levels anyway So it's basically not restricted?
You may want to retract your statement. Hehe I love to cause confusion
Originally Posted by Psuedo-HD Rikus As long as the source file itself has only eight frames, you can load levels from text files if you want.
That doesn't make sense seeing as you are allowing any programming language, a c++ app doesnt have built in frames/levels anyway So it's basically not restricted?
You may want to retract your statement. Hehe I love to cause confusion
Well, if you were using a programming language or other software, there could be no more than eight distinct... whatevers. Like, having 15 different levels (15 whatevers) in the game wouldn't be allowed, but what would be allowed is having fifteen levels that get loaded into the same whatever like Chrilley described. Neither would having 7 distinct levels, a menu, and a separate intro (9 whatevers) be acceptable.