Earn XP for doing what you love: making games!Your quest is to try to create one new game each month. Sounds crazy but it CAN be done: 1088 games and counting! Join us. Level up your gamedev skills, earn XP and achievements, and build your portfolio. Oh, and it's fun, too.Please only post games that are fully playable with a beginning, middle and end. No empty placeholders. Wait to submit until you're actually done the project. After submitting, you can keep working on it if you like, but once it is listed here it should be close to complete so that people who click it get an actual game to play.
Will you be doing Space Mines Delux Part 2 in a month.I want to harvest my expendible crew for resources.
Don't worry and start doing. Remember, there is no try - just do or do not.
+Points.
http://www.onegameamonth.com/gamesBloody hell there are some terrible games. The website claims 7058 games, but the number of them that barely count as games is huge.I mean, look at this craptacular:http://www.darshanrane.com/games/header/You move your character left and right with the arrow keys and get one point for every ball you get.In any decent game development book, that wouldnt even constitute the first paragraph.I've always wondered why great Video Games tend to be absolutely dominated by a few individuals, people like Warren Spector or Ken Levine or Lord British or Peter Molyneaux or Sid Meier or Markus Persson. Oh, and dont forget Shigeru Miyamoto of course.Well, it just turns out that there are, for some reason or another, there are people in this world who are absolutely amazing at creating video games. And that the skill of creating a great video game is rare. And by rare I am talking Runescape Blue partyhat rare. I dont even play Runescape and even I know how rare they are.I guess what I am trying to say here is: if you can make a game with good potential, you are 80% better than the rest of the world
Hmm, that's starting to get a bit philosophical there though Tiwa!There's a great difference between being able to make a good game, and being able to design a good game.Granted in the past folks like Molyneaux have been able to scoot past juggling both roles, but they're not intrinsicly linked.
Does Miyamoto actually do dev too? I don't even know.
So no word yet on Space Mines Deluxe Part 2?I expect to have to apply for resource consent for asteroid mining, which will take 2 to 3 years to get approved. And expensive law suits whenever one of my crew dies through negligence.Realism!
Quote from Pyromanik: July 20, 2014, 11:37:10 amHmm, that's starting to get a bit philosophical there though Tiwa!There's a great difference between being able to make a good game, and being able to design a good game.Granted in the past folks like Molyneaux have been able to scoot past juggling both roles, but they're not intrinsicly linked.Disagree.QWOP by Bennett Foddy is a good single player game.GIRP is an even better game because it works Multiplayer as well.Oh, and lets not forget the two best games:Tetris by Alexey PajitnovScorched Earth by Wendell HickenYou'll find that later games reincorporate ideas from the older games made by Programmer/Designers. A good example is Ufo: Enemy UnknownJulian Gollop of Mythos Games designed Laser Squad which became the UFO series.William G M Leslie III and Thomas Ralph Carbone of Omnitrend Software had previously made the Breach and Rules of Engagement series of games.UFO is a combination of these two games (Breach and Rules of Engagement) plus the ideas from Laser Squad (which is based on Breach). And all of the game elements come from Board games, notably SFB.Im not sure what my point was, but a Japanese proverb goes “To teach is to learn.” and there are a whole lot more game/video game development teachers these days than there were back then.Oh wait, I remembered my point: The ability to make something good is directly proportional to the ability to recognise what would make it good. Good Games, like good music, create a positive feedback loop in the user.This is why parasitic game studios like Zynga are destined to fail
But then may time wasters aren't any less of a game just because they're mundane and repetitive... the difference between good and bad is as you say, recognising what works and what doesn't (especially when attempting to combine mechanics), and balancing the skill to repetition ratio.
So no word yet on Space Mines Deluxe Part 2?