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One Year Dream Game Contest + TorqueX experimentation April 3, 2007

Posted by Jesse in : Game Development , trackback

Jay Barnson over at Rampant Games (See footnote 1) posted today about a contest that was announced on MyDreamRpg.com. (Most of the info seems to be written in forum posts. Take a look here.) The gist is, you’ve got one year to write a game (possibly restricted to an rpg, though the rules don’t seem to indicate that), and you could win $10,000. There are a couple of catches. You must use a GarageGames engine (TGB, TGE, TGEA, or TorqueX). Also, the winner isn’t necessarily decided by who made the best game, but instead by a point based system, where points are scored by categories like the following: (copy/pasted from the forum I linked to above)

Points awarded for monthly status updates
Points awarded for game update blogs on GG site
Points awarded for creation of game associated website
Points awarded for GUI design
Points awarded for concept art
Points awarded for cross-site promotion and hype-building (fanbase/community)
Points awarded for adherance to design in final result
Points awarded for launch process and response to player feedback from alpha phase
Points awarded for community response to the final result
Points awarded for game documentation
Points awarded for originality
Points awarded for sound design
Points awarded for backing up smacktalk

It seems pretty interesting to me, and I intend to keep an eye on things as they develop. It looks like there’s already twelve games signed up.

Tonight I spent some more time playing around with TorqueX. It seems the bugs I was running into have already been taken care of. A GarageGames employee posted a rather simple change to a text file they overlooked, and the tile system is working again in the editor. A second similar change and I got particle effects working too. I also learned that I was only looking at a small part of the documention. It turns out there’s one file on TGBX documentation, which covers the editors, and another, much larger file on TorqueX, which is more about code. I haven’t gone too deep, but the docs seem solid, and it was enough that I was able to slap out a TorqueX version of my Pong clone pretty quickly. I can easily see how using TorqueX will save me alot of time over starting from scratch with XNA alone. There’s gonna be alot to learn, but I’m having fun so far.

Footnote:
1) – Jay’s blog is my favorite blog to read. He has all sort of wacky stories about his experience playing and developing games. I get excited every time my RSS feed client notifies me that he’s written a new post. I highly recommend going through his archives if you have some spare time. It’s good stuff.

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