I'm a little late to this party, but Adam Perry, AKA Mogri, is hosting a game contest on Slime Salad known as the Littlest Game Contest. The goal of the contest is to create a game within certain limitations, such as a low resolution, single-button input, or only 2 colors. Entrants are awarded points for meeting these limitations, and some creative designers have already met the challenge. But there's still time to enter! The deadline is February 28th, more than enough time to create a little game.
Mr. Perry explains it better than I do, and in great detail, in the announcement thread so check it out!
Friday, January 25, 2013
Tuesday, January 22, 2013
Heart of the OHR Contest Results - 2012 Edition
Pepsi Ranger organized the Heart of the OHR contest both in 2012 and in 2010. Today, he's announcing the results from the voting period. What follows is a detailed breakdown of every entrant, the votes they received, and the winner of the contest. Also, a bunch of really cool statistics and achievements for each.
From
June 1, 2012 to November 30, 2012, the OHR community was once again given the
opportunity to relive the days when random battles were accepted and game
design was about visiting towns and crawling through dungeons, and then get
rewarded for implementing the throwback design into their games. The contest,
called Heart of the OHR, had a simple rule: make, add to, or finish a
traditional OHRRPG.
This
year we had an overwhelming turnout. With three categories to enter, fifteen
people rose to the challenge. And meet the challenge they did. One author
submitted the first ever “OHR Legends” release, the classic Vikings of Midgard, which has now earned
the world’s first Heart of the OHR Legends badge. The condition for earning the
“Legends” title is to release a game previously rereleased for a Heart of the
OHR contest but with new content. In the “Rereleased” category, three authors
released new content to games we’ve played before, with one of those games originally
released as an original for the 2010 contest. Thirteen authors (including one
who released a release, and the one who released the Legends title) produced
new games never before seen in the OHR community for the coveted “Originals”
category, and many of them knocked their entries out of the park. With a
whopping 17 entries total, these authors’ contributions made the 2012 Heart of
the OHR among the best contests in the OHR’s history for turnout (the 2001
48-Hour contest still holds the lead with 19 entries) and one of the best for
quality. It was also one of the few contests where nearly every entry was rated
generously. The Heart of the OHR 2012’s average contest score was 6.14, which
is more than a third of a point above Heart of the OHR 2010’s average of 5.8.
With so many great games released in 2010, this seemed like an unbelievable
feat. But mission accomplished nonetheless.
However,
even with so many high praises given to the games of Heart of the OHR 2012,
only two could reign supreme: the one for the original category and the one for
the rereleased category. The rest had to fight for second place and beyond.
Here
again is the story of that battle for the Heart of the OHR:
Friday, January 11, 2013
Trawling the Forums
In this multi-part series, I'll be digging through the Slime Salad and Castle Paradox forums looking for interesting tutorials and helpful guides. These group discussions are an interesting departure from authored articles showcasing only one viewpoint, but are just as helpful.
Welcome to the first edition of Trawling the Forums! This time, we'll look at three extremely interesting discussion ranging from game balance to graphic design to town planning.
Balance? - Balancing any game is a difficult task, but an RPG can be exponentially more challenging than, say, a platformer. In this thread, quite a few users pitch in as to the best way to balance an RPG, from math and spreadsheets to instinct and practice.
The stuff they don't tell you about making good graphics - shakeyair is one of the most prolific and excellent pixel artists on the Slime Salad forums, so when he tells you how to make good graphics, you should pay attention. You may disagree with his techniques, but the end results are hard to argue with.
Is this backwards? AKA The convoluted town layout solution - This thread starts out with a specific question, but quickly branches out into tips on laying out towns. This is stuff that I'd never explicitly thought about, and brings up some interesting points on the nature and purpose of towns in RPGs.
That's it for now! If you know of any other interesting forum topics that deserve to be highlighted, let me know!
Welcome to the first edition of Trawling the Forums! This time, we'll look at three extremely interesting discussion ranging from game balance to graphic design to town planning.
Balance? - Balancing any game is a difficult task, but an RPG can be exponentially more challenging than, say, a platformer. In this thread, quite a few users pitch in as to the best way to balance an RPG, from math and spreadsheets to instinct and practice.
The stuff they don't tell you about making good graphics - shakeyair is one of the most prolific and excellent pixel artists on the Slime Salad forums, so when he tells you how to make good graphics, you should pay attention. You may disagree with his techniques, but the end results are hard to argue with.
Is this backwards? AKA The convoluted town layout solution - This thread starts out with a specific question, but quickly branches out into tips on laying out towns. This is stuff that I'd never explicitly thought about, and brings up some interesting points on the nature and purpose of towns in RPGs.
That's it for now! If you know of any other interesting forum topics that deserve to be highlighted, let me know!
Monday, January 7, 2013
The Seductive Sorcery of the Magikarp
Just like real life, sometimes the best things in games take a lot of hard work before the investment pays off. And just like in real life, sometimes this sucks. In this article, Adam Perry figuratively dissects the Magikarp and the pitfalls of designing one.
Anyone who was introduced to the Pokémon franchise in its first installment will probably remember a man who offers to sell you a MAGIKARP for five hundred Poké-dollars. If you had no outside exposure to the creatures, you might have reasoned (as I did) that anything with "magik" in its name had to have some pretty cool powers.
Sunday, January 6, 2013
Meowskivich's Rules of Game Design
Making a game is a lot like playing a game where you get to define the rules. Meowskivich, developer of AR-PUH-GUH, shows us what his rules of design are, and why they're important.
Of all the rules I, as a designer, have, the only rule of mine that has
a defined spot is the most important rule of all:
RULE
#1 – FUN
This
is something that many people don’t seem to understand very well;
is the game fun? How do you tell just how fun it is?
This
is something that matters greatly as it supersedes all other matters,
as even ancient games with poor graphics and mediocre music that are
fun are still some of the best games to spend time with.
There
are a few subsections to determining fun, and they’re in the form
of questions whose purpose I feel appropriate to fulfill.
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