View Full Version : Competition 19: Playing with Death!
dislekcia
01-06-2008, 11:37 PM
Comp 19: Playing with Death
Death is one of those things that we've simply come to accept in games these days: You die when you hit those spikes. You die when your health reaches zero. Other things die when they get shot with rockets.
Death is far too simplified in games, turned into a numerical fate to be avoided by quicksaves and not falling into the crocodile pit... Challenge that! Take on the assumptions that you make about using death in games! Some interesting projects have already started doing that: Every Extend Extra forces you to die to continue to play, you explode yourself to start chain reactions, hoping to get enough points to earn another life so that you can keep playing.
Take the name of the competition literally, give us a first person shooter where you have to feed people into submission, or even give us a game where death features as a viable strategy to solving problems... Do whatever you can to give us a new take on the concept of death in game rewards, in gameplay mechanics, in effect and in practice.
Make a game that changes death in the medium.
Rules:
Competition starts on June 2nd, 02-06-2008.
Deadline for entries is July 1st, 01-07-2008.
The use of copyrighted material will not be tolerated. Do not steal!
Use whichever language, tool or development system you are comfortable in. Downloading and using Game Maker is recommended for beginners and for prototyping.
Ask for help when you get stuck.
Your game must contain all files needed for it to run and should not require other bulky systems to be downloaded or installed, exceptions are browser plugins like Flash and self-contained dlls distributed with the game).
Your final entry must include a readme.txt that EXPLAINS THE CONTROLS, RULES and any other information you want to get across to your users.
Competition is open to entry for South African citizens, current residents of South Africa and South African passport holders.
The judges' decision is final and no negotiation will be entered into. All risk or liability in case of copyright infringement or other legal issue resides with the entrant, Game.Dev and NAG take no responsibility for entered games.
Entering:
To enter the competition, start a thread titled "19: NameOfYourGame" and post your design ideas and game releases there. As you release files, edit your first post to point to the most recent versions available.
Other people WILL reply to your post with their feedback and ideas, it's a fact that games that allow forumites to give their feedback do better in competitions. Please report any offensive comments to me for moderation. Consider releasing your source code, it helps us pinpoint problems that you might be having and benefits the community as a whole.
You may enter multiple games if you wish and can handle the workload.
Advice:
Sit down and really think about the concept of "death" in games you play. What does it mean? Is it simply a way to punish the player for a mistake? Is it a limiting factor or a discouraging mechanic to promote certain types of play? Is it designed to force players to pump cash into arcade machines? Is it an artistic statement you need a degree to understand?
How does this whole "death" thing work in your favourite games anyway? Answer that. Then pull your answer apart. Turn the concept on its head. Turn it inside out. Emphasise the hell out of it so that EVERYTHING dies with gore and giblets. Do something expressive and different.
Play with it. Play with death and have fun.
...
Good luck and enjoy the competition. I hope that the upcoming holidays give everyone time to enter and that you all have interesting ideas on this slightly more experimental topic!
-D
Cloud_Ratha
02-06-2008, 01:19 AM
Yay! Moist!
Got one exam left then ill be able to start my idea for this comp.
This is quite an interesting theme. I cant wait to see what everyone will incorporate it into their game!
\o/
Thaumaturge
02-06-2008, 05:52 AM
Very, very nice, Dislekcia - I am very impressed!
To quote Imhotep (the one from the recent mummy movies (I don't know much about the original, I'm afraid), not the historical version (http://en.wikipedia.org/wiki/Imhotep) (although I enjoy the irony of the meaning given for the name in that article, given the nature of Arnold Vosloo's character ;))):
"Death is only the beginning!" ;P
A few ideas that have come to me:
Death leads to a period in an "afterlife" of some sort; the goal becomes return to the world of the living while there. This might be designed as a "prison level", or might perhaps involve tasks (such as proving oneself worthy to return).
A sequence of death: death as a living person leads to reanimation as revenant (of the corporeal variety); "death" as a revenant leads to apparition as a ghost; "death" as a ghost leads to one (or more) of: a game over, a period played in an afterlife (as above), or simple re-apparition, perhaps with some minor penalty.
Similarly to the first idea, death leads to "awakening" in another world. Death in that world leads to awakening in yet another, and so on in a cycle that eventually brings the player to the original world. The primary difference between this and the first idea, however, other than the number of other worlds, is that I envisage each world as being an integral part of the game - dealing with each is involved in completing the game (or perhaps in the quality of the finale - better endings might involve completing the quests of more worlds).
Reincarnation - dying leads to being reborn:
The player is reborn a short while later in the timeline, and continues the same quest. For easier handling of time passed, the player may be a clone (or something like one), with new clones being woken by their predecessors' deaths. This feels a little "iffy", however - is there a limit on the number of clones? How is this anything other than a number of "lives"?
The player plays as the classic "great and ancient evil". As such, death is more an inconvenience than a permanent issue, although it puts you out of commission for some time - centuries or millennia, in fact. However, when you "awaken", you get to have another shot - although the world may well have changed (perhaps evolved?) while you were "away".
Conversely, the player could be the Eternal Hero, born again and again to combat evil. Being killed means that you failed this time, and evil shall prevail, but in a few centuries or millennia you will be born again, to once again fight evil - again, possibly in a changed world.
Death is inevitable; the player is charged with determining the character's actions in life (which may include actions that prolong it, perhaps greatly - the possibility of becoming a liche was one of the earlier elements of this idea to come to me). This may involve some form of judgement at the end, although I'm a little uncomfortable with that...
... That said, however, having just tonight replayed a favourite part of Quest for Glory 3, the judgement scene (I love that sequence! ^_^), the idea of an Ancient-Egyptian-style Anubis (http://en.wikipedia.org/wiki/Anubis)-judgement does sound like an interesting idea...
Currently, I'm rather fond of the "cycle of worlds" and "be the Great Evil or Hero Reborn" ideas. Either, however, might be a little tricky to handle in a month, as I envisage them now...
All of that said... whhyy do you keep creating such interesting competitions? I have other projects to attend to! T-T
(On the plus side, I'm close, I hope, to finally picking an engine for a large project that I want to undertake; if I manage to pick one in time, and start to get the hang of it quickly enough, then an entry for this competition might also serve as a learning project for that engine...)
PS: Is anyone having trouble with the buttons above the reply text box? For some reason they don't seem to be reacting to me - clicks seem to have no effect, and I don't seem to be getting tooltips when I hover over them... o_0 (I'm using Firefox.)
[edit] Nevermind, the buttons seem to be working again. Weird. o_0
UntouchableOne
02-06-2008, 06:30 AM
Man oh man, this is gonna be an awesome comp. I am really eager to get into it. My mind is going wild with ideas but unfortunately it will have to wait...I'm about to write a discrete mathematics exam and mind the pun but it's gonna KILL.
ShadowMaster
02-06-2008, 06:50 AM
Yay! Moist!
Got one exam left then ill be able to start my idea for this comp.
This is quite an interesting theme. I cant wait to see what everyone will incorporate it into their game!
\o/
Ironically my exams will be the only time when I'm able to work on the game.
Anyways cool and interesting topic. Now to put on thinking cap.
I have a fairly strange take on this competition and think that its possible to make a fairly interesting entry, but that brings me to a problem...
Any suggestions for non-built in particle systems (in dll form I suppose) that can be used by game maker? I highly doubt that I can achieve some of the effect I want just in game maker...
Death leads to a period in an "afterlife" of some sort; the goal becomes return to the world of the living while there. This might be designed as a "prison level", or might perhaps involve tasks (such as proving oneself worthy to return).
I had a similar idea, but I found I rather would want to focus on the actual dying by putting emphasis on the effect it has on you, slower movement, blurry vision, loss of colour, etc. I think this would work well in the platform shooter style game that Im looking at.
{tries to contact ShadowMaster}
ShadowMaster
02-06-2008, 07:06 AM
{tries to contact ShadowMaster}
Contact received, brainstorm on IRC after school we must! :)
Gazza_N
02-06-2008, 07:39 AM
A Gothic comp - wicked. :P
Once again, a tricksy one. Luckily I don't foresee anything that keeps me from entering this time. ;) Let the paradigm-busting begin!
Fengol
02-06-2008, 08:06 AM
Is there death in Quake? I thought once you were shot you teleport to a random location on the map. Maybe the guns aren't guns, but portal guns which also heal?
This comp is deep! I'm looking forward to the results
Bonezmann
02-06-2008, 09:59 AM
Does it have to be a FPS? :(
Tr00jg
02-06-2008, 10:01 AM
Wootnessss! This is going to be awesome! :D
Gazza_N
02-06-2008, 10:15 AM
Does it have to be a FPS? :(
Um.... No. That was just an example. As always, it can be any game type as long as it fulfils the comp criteria.
Exams making your vision a little blurry? :p
Bonezmann
02-06-2008, 10:41 AM
I don't have any Exams coming up, I'm out of School and I'm not in College/University. I am tired though...
It's good news, I've had an Idea like this in my head for some time now.
-edit-
This Comp couldn't have come at a better time, I have about 2 1/2 days to just make the game.
Fengol
02-06-2008, 12:53 PM
This is just a thought because I like god sims so much. I'd like to make a Black & White type game while using the Terry Pratchett model of gods (read Small Gods). The point is that YOU can't die but the people of the land can, and how does this affect the amount of belief in you as well as the amount of belief available.
I also had this idea that you could smack souls escaping bodies to return people back to life or send souls to heaven or hell as you feel; but I haven't figured how that'll play out though. Maybe something where you need a combination of souls in the 3 planes to achieve a goal so the player is forces to balance life and death?
Bonezmann
02-06-2008, 01:01 PM
I have my idea, and to tell the truth, I think this one is AWESOME :)
I finally figured out how to incorporate "death" in my game >8D
Thaumaturge
02-06-2008, 06:57 PM
A few more ideas on my side (although I haven't settled on a single idea yet, I'm afraid):
A board game in which one can take opposing pieces; however, when taken, while the pieces are removed from the board, as per usual, they return (perhaps immediately, perhaps at the start of their owners next turn) to the back of their owner's side of the board more powerful than when they died. At the moment I envisage this "power" being directly related to the taking of other pieces: a piece may perhaps only take a piece that is at most one level higher than it, unless there are other pieces in other cells surrounding the target piece, in which case the maximum level is boosted.
An issue that came to mind:
Is there a cap to the "power" that a piece can have? If not, how is power represented? If so, if both players manage to "level" their pieces to the cap, does it not become just another board game?
An RPG in which one doesn't gain levels in the usual manner, instead gaining a level when dying, and only when dying.
However, how does one prevent the player simply going out, finding the nearest mob or monster, and letting them beat the character to death, levelling up, and then repeating? This might be dealt with by incorporating the "Eternal Hero" idea, and having the monsters level too (as well as having a few centuries of rule by evil afflict the land) - perhaps even faster than the player levels - but having monsters level with the player in normal RPGs is generally, I feel, not fun. Even if it were implemented, why should the player not level up a few times at the start in order to gain new powers and increased stats, then, when they feel that the balance is to their liking, going off and perhaps never dying again? I would prefer that death, in this case, were avoided, but was nevertheless not permanent and produced a positive effect... :/
While I really like the board game idea, I don't really feel like making a board game right now; it remains a possibility, at least, I suppose.
I had a similar idea, but I found I rather would want to focus on the actual dying by putting emphasis on the effect it has on you, slower movement, blurry vision, loss of colour, etc. I think this would work well in the platform shooter style game that Im looking at.
That sounds like a pretty cool take on the idea - I look forward to seeing what you do with it! ^_^
{tries to contact ShadowMaster}
Given the theme of this competition... was it via Ouija board? ;P
A Gothic comp - wicked. :P
I hadn't thought of that - that is pretty cool! ^_^
Gazza_N
02-06-2008, 07:07 PM
However, how does one prevent the player simply going out, finding the nearest mob or monster, and letting them beat the character to death, levelling up, and then repeating?
That's the problem I've run into. It's hard to find a way to make death beneficial using existing game mechanics that doesn't break the game balance. Short of the final goal being to intentionally off yourself, or using death as a means to change forms or switch realities Soul Reaver-style, I'm drawing a colossal blank. :\
But then again, I've started every single competition I've ever entered by drawing a colossal blank. :P
Thaumaturge
02-06-2008, 07:38 PM
Well, I think that my ideas for world-switching (as you mention) and the board game could work...
I'm currently imagining the world-switching game as either an RPG or, perhaps better, an adventure game. In fact, while dying could take you to the next world in the cycle, it could also mean sacrificing success at the task that killed you...
Oh, and one thought that I forgot to mention (which I don't think is a terribly good game idea, but which I find mildly amusing) is that of taking the title of the competition literally: on character death, the player enters a minigame against Death; if the player wins, they get to return, if the player loses, they die and lose the game. The minigame may become harder the more often the player dies.
Hmm... actually, that may work to balance the idea of the RPG in which death allows levelling. Each death would be somewhat of a gamble, as the minigame becomes harder. While you might return more powerful than before, you might also lose, and, well, "Lose" (initial capital intended ;)).
Gazza_N
02-06-2008, 08:21 PM
Oh, and one thought that I forgot to mention (which I don't think is a terribly good game idea, but which I find mildly amusing) is that of taking the title of the competition literally: on character death, the player enters a minigame against Death; if the player wins, they get to return, if the player loses, they die and lose the game. The minigame may become harder the more often the player dies.
Hmm... actually, that may work to balance the idea of the RPG in which death allows levelling. Each death would be somewhat of a gamble, as the minigame becomes harder. While you might return more powerful than before, you might also lose, and, well, "Lose" (initial capital intended ;)).
Prey had a similar mechanic - each time you died, you entered an ethereal realm where you had to shoot coloured nasties to replenish your health and spirit power before getting dumped back where you died in the real world. The further into the game you got, the more complex the death realm got, with more obstacles and faster creatures that were harder to hit. Point being that it works quite well as a mechanic. ;)
Thaumaturge
02-06-2008, 08:27 PM
Hmm... It still doesn't feel creative enough for this competition, however. :/
(Anyway, I'm not sure that I'll manage to complete the RPG segments, as well as the minigame, within the span of a month. :/)
Bonezmann
02-06-2008, 08:42 PM
By all the entries I've seen, this Comp should've waited until October :p
Tr00jg
02-06-2008, 11:13 PM
Bah... Hitting a blank. I have a neat-ish idea, but it is kinda unoriginal.
Just to make sure. I am assuming that if the game takes place in the afterlife, it's kewl right?
UntouchableOne
02-06-2008, 11:47 PM
Idea 1 : A game where the player plays the role of a character where the character takes the form of the creature that killed him each time or there are a number of randomly chosen characters and each time the character gets killed, he bursts into the next character on the list.
Idea 2 : The player plays the role of a character that launches his limbs and different parts of his body at the enemies to destroy them. The limbs slowly regenerate and limit the characters performance. If the player gains a certain amount of points, he can go into kamekaze mode where he has the ability to self destruct to destroy enemies and structures for a certain amount of time.
Idea 3 : The classic game of chess with a twist. The chess board is a battle field, the pieces move in the same manner as normal chess but when a piece is destroyed, it is spawned in a new position as a low leveled piece but each piece can level up and become more powerfull. I like this idea quite a lot.
Idea 4 : Play the role of a character that is a hero and a villain. When the player is "good" and dies, he gets turned to the dark side and visa versa.
Well thats what I thought of so far. Let me know if any of these sound good at all. I'll try think of some other ideas. Thanks
Thaumaturge
03-06-2008, 02:13 AM
I rather like ideas one and four, UntouchableOne, and idea three sounds like a reversal of the board game idea that I posted earlier in this thread, and a potentially good one, at that, I believe. ^_^
I have had one more idea, based on my thoughts regarding the idea that I posted of levelling up on death. If I do indeed combine that idea with the Hero Reborn, then I could, instead of levelling the player up, allow the player to specify a new set of traits (setting out as a warrior instead of a wizard, for example), and remove levelling from the gameplay.
However, that starts to become much the same as starting a new game, with the possible exception of the world carrying on to some degree. :/
[edit] Something that I had forgotten to link to that has some relevance to this competition is this game: Passage. (http://hcsoftware.sourceforge.net/passage/)
Aval4nche
03-06-2008, 03:57 PM
Exams are on now so I will have to see if I can enter.
I have played that passage game before and I rather enjoyed the messages about life and death. My idea is based on some ideas Passage put across.
I'm thinking about doing a top-down RPG featuring a set of labrinths. Each labrinth represents a life the character leads. When he reaches the end he is promoted to a better species. If he fails, he is sent to hell. If he completes hell he restarts the level he died on. If he dies in hell, he is sent to an endless oblivion with no hope of return. Or is there?
Edit: I can't upload my games to file closet and I don't know why, where else can I upload them?
Thaumaturge
03-06-2008, 05:17 PM
That sounds like it could be a good idea, Aval4nche - I look forward to hearing more about it. ^_^
As to FileCloset, is the file under 10MB?
Aval4nche
03-06-2008, 05:41 PM
That sounds like it could be a good idea, Aval4nche - I look forward to hearing more about it. ^_^
As to FileCloset, is the file under 10MB?
Yes it's 8.19mb
Thaumaturge
03-06-2008, 06:03 PM
Odd, then. :/
You have signed up to FileCloset, and are signed in when you attempt to upload, and are either receiving some error when attempting to upload, or are finding that your uploads aren't, well, uploading, for some reason - am I correct?
If so, then it sounds like a problem that I had at one stage - unfortunately, I didn't actually find a solution; the problem seemed to clear up eventually (as I've subsequently uploaded files).
dislekcia
04-06-2008, 12:40 AM
Yes it's 8.19mb
Try reconnecting your router, you might be having timeout issues...
-D
Thaumaturge
04-06-2008, 01:09 AM
That sounds plausible.
Well, I've been thinking a fair bit about possible entries and various perspectives on death in games, with varying results...
One idea that came to me was of making death a positive thing, instead a negative event. This idea follows closely to the idea of having multiple worlds, except that the progression of worlds is not cyclic (there is a definite final world), and each subsequent world is in some way better than the last.
While I really like the idea, I'm not sure that I like the potential message. If I were to change it to discourage suicide, the implied (if unintended) message could become unpleasant, and the game could in any case end up simply shifting to instead encourage setting up "accidents" for the player character, or putting up just enough of a fight to fool the game.
Another idea ran along the lines of eliminating death as a loss condition; the original form of this had the player shifting to alternate worlds when killed (as per one of my previous ideas - as you may guess, I rather like this idea), but, as with the previous idea, the progression isn't cyclic. However, death is inevitable - it becomes a matter of "when" rather than "if", and of how many (and perhaps which) goals you completed. On reaching the end of the final level, the player is given an assessment of their performance, perhaps noting the effects of their actions and progress; completing all worlds, only dying in each one's inescapable "conclusion", would presumably result in the highest score or best ending. If I were to make it, I might not include saving in this idea (part of the inspiration, as I recall, was prompted by Dislekcia's mention of challenging the "Death as something to avoid by saving and loading") - the game would be intended to be one long, preferably smooth, line to the end, whether you were to die at the start of each level (save, presumably, the safe last) or at the end.
Finally, I just a short while ago had another, again similar idea, that came out of thinking about the function of death in various game genres. In thinking about RPGs and their combat segments, I started to wonder about what purpose death serves there (it seems to me to serve, more or less, as an ability filter, keeping weaker or more poorly-played characters out of areas designated as being of higher level, as a provider of tension, and as a game loss condition).
The idea is then a sort of RPG, but in which the player never loses a fight - a fight might go better or worse than desired (and if any points are involved, taking damage might lower the number of points given, and "style" might increase the points given), but it will not prove fatal. Combat does not produce a game loss condition. Inspired by some threads that I had recently read on GameDev.Net, and in the interests of increasing simplicity, I would not include XP or levelling; if I provide additional abilities along the way, they would be more along the lines of new weapons (even if they're skills or spells) - attached to the character and made available for use as a result of discovery.
Game loss conditions would still exist, however - but only as a result of not succeeding in completing important tasks. (For example, if the princess dies, you might lose, or if you fail to uncover the murderer, you might lose, etc.)
I'm not convinced that I'd manage to complete a decent implementation of this idea within one month, however. :/
So, any thoughts on any of this, anyone? Right now I feel that I could use the input. :/
dislekcia
04-06-2008, 03:00 AM
Thaumaturge: Try deconstructing what player death achieves in games at the moment. What does it usually mean? Would it be possible to build a game where the player never dies? Would something like that still be fun? Would it be terrible? What could you do to re-introduce the mechanical aspects of death without using the "cop-out" of player death?
You seem very focused on the combat-elements of player and non-player death. Try thinking of different scenarios.
-D
Thaumaturge
04-06-2008, 05:21 AM
Good questions all, I believe, and thank you for them. ^_^
I have been giving those some thought, and intend to continue to do so...
Thus far, I see the following uses for death, at least in standard works at the moment:
Death can be the enforcement of an obstacle. If the player fails to meet the challenge of the obstacle, the player character does not proceed. This is often, I think, combined with a penalty, as in the next item. A good example of this might be the grues in Zork, which I believe were instituted as a means of ensuring that the player had a light source from certain points onwards.
Death may be a gameplay punishment, in which a penalty is exacted for making a mistake. The penalty may be a return to a save point or saved game, loss of a life, or loss of some resource (such as weapons, armour or perhaps bonuses). In some cases, if the player has no more of the resource consumed (such as lives), death can instead impose the penalty of a loss condition.
Death can be a progression punishment (that is, halting progression, but not guarding a way past) or unusual ending. Step over the cliff, or touch the electrical box without draining the water, and the player character dies, with the same set of potential consequences as above, I believe. Some of the death scenes in certain adventure games probably count in this category.
Death can be the, uh "terminus" of the game; that is, it goes on until they die. Once the player has died, their score is totted up. An example of such a game might be those games that pit the player against ever greater floods of opponents (such as Crimsonland).
The death of NPCs can be a plot point or tool with which to draw out emotion from the player.
Of course, in some cases, especially those set in worlds that allow for resurrection, undeath, or similar processes and states, the death of the player character can be a plot point, and not an end to the game.
In adventure games, for example (including those that lack combat), death will, I think, tend to take the form of the enforcement of an obstacle or punishment for a mistake. Of course, I'm pretty sure that adventure games have managed, in the past, to replace death with other forms of obstacle or punishment (in fact, the puzzles generally found in many adventure games not uncommonly have non-fatal enforcement in any case.
I think that my primary problem is perhaps indeed that I'm stuck largely on combat as a source of death. Standard adventure game scenarios are, as I pointed out, generally not terribly difficult to work around, I don't think. This very much bears more thought, I think, specifically looking for occurrences of death that I'm missing, which is to say, other than combat-related (including RPG-style traps), fatal-puzzle-related (such as the deathtraps in Gabriel Knight 3) and, I suppose, those deaths that are found in puzzle games (such as might be found in a game that allowed one to fall from a disappearing platform).
Higushi
11-06-2008, 10:49 PM
I'm not sure if I'll have time to enter this comp, this month is a killer for unisa assignments, but I'm sure gonna try.
I've come up with a random drawing though. :D
"Playing with death"
http://img291.imageshack.us/img291/2213/death4dx0.jpg
Great concept. This should turn out some interesting games! :)
ShadowMaster
12-06-2008, 07:10 AM
@nostick: Great Pic! :D
DarkSentinel
15-06-2008, 11:44 AM
OK guys, this might be a little late but I have an idea but don't have the time/skills to do. This is a combination of ideas from whats been posted. How about a game (similar to DotA) where you have to defend 2/3 places but they are totally separate. The only way to go from one to the other is dying, but you have to choose the right time to die. You have limited lives but can gain more by doing certain things eg. killing a certain number of people etc. What do you think. If anyone wants to you can try make this, I don't mind coz I won't be making this.
Thaumaturge
16-06-2008, 07:33 PM
That's an interesting idea, DarkSentinel. Essentially, you're taking a teleport spell, giving it a limited (but refillable via completing certain goals) fuel source, the loss of all of which is a loss-condition.
Other than the problem of leaving a post undefended at an inopportune time and the limited number of "jumps" available, what determines or restricts when it's the "right time to die", in order to move on to another post?
Nostrick, that does look pretty cool! ^_^
ASS_SAZiN
17-06-2008, 11:28 AM
Hi,
I was wondering, in the rules it mentioned, we should not steal, lol this is an obvious point, but may we use royalty free/free graphics/sounds? I am just wondering, cause I suck at graphic design and I think I will not have time to compose my own music and sounds.
This is my first comp so please excuse me if this is a stupid, not allowed request.
ps, check out my first attempt here:
http://forums.tidemedia.co.za/nag/showthread.php?t=5933
Bonezmann
17-06-2008, 11:34 AM
You should be able to use Royalty free stuff, I think... Just as long as it's not copyrighted material like for example a set of Sprites/sounds/graphics from a Sonic The Hedgehog game etc. (Just confirm with Disleckia, I'm not sure)
If you do use Free graphics/sounds, it would be nice to give the creator credit for it :)
ASS_SAZiN
17-06-2008, 11:44 AM
That's what I reckoned. From what I gathered the emphasis should be on game play for these comps and not the graphics and sounds, although for my entry I think the scenery will "sell" the idea.
dislekcia
17-06-2008, 01:34 PM
Hi,
I was wondering, in the rules it mentioned, we should not steal, lol this is an obvious point, but may we use royalty free/free graphics/sounds? I am just wondering, cause I suck at graphic design and I think I will not have time to compose my own music and sounds.
This is my first comp so please excuse me if this is a stupid, not allowed request.
ps, check out my first attempt here:
http://forums.tidemedia.co.za/nag/showthread.php?t=5933
Using royalty free graphics/sounds is encouraged! It takes a lot of pressure off you to produce good looking stuff so that you can focus on polishing gameplay :)
-D
ASS_SAZiN
17-06-2008, 02:16 PM
Using royalty free graphics/sounds is encouraged! It takes a lot of pressure off you to produce good looking stuff so that you can focus on polishing gameplay :)
-D
Awesomeness!
Will make it allot easier...
Bonezmann
19-07-2008, 09:41 AM
So when are the results and a new Comp coming along?
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