Hi folks,
With the release of Blender 2.48 being very GE orientated, it’s time to run a GE competition.
The format of the competition is up for debate, which is what this thread is for, but a few days before 2.48’s release, I’m going to take the overall discussion, have a quick chat with eg Ton and Erwin, and decide on some final rules.
Here are some initial thoughts…
PRIZES
I’m donating my Euro500 fee for creating the BSoD Introduction to the Game Engine documentation.
This could be split into 2 categories ( 250x2 ), 3 ( 200/150x2 ) or 4 ( 125x4 ).
If people want to sponsored additional prizes, that would be great! But we can get started with my Euro500.
CATEGORIES
Here’s the tricky part - to be fair, everyone should be able to create something with a chance of winning within the allotted timeframe. Also, everyone likes creating specific types of content, but we don’t want to be too generic or too specific. There needs to be flexibility within the category titles.
I’m going to suggest a few here…
-
Ultimate GE Showoff - using any of the new features in GE, such as GLSL, Soft Body - basically go to town on showing off the GE, even if it requires playback on a fairly fast computer. This does NOT have to be a game. Think of the type of demo visuals you see at eg http://www.scene.org/
-
Fun small game to run on non-GLSL hardware. Why? Because a lot of people don’t have GLSL hardware on their computers, and it is totally possible to make a very cool looking game without GLSL. Basically this guarantees that everyone will be able to download and play the game.
Maybe require 5 minutes of gameplay at least? And that the game was created from scratch to a certain extent.
This could be further split -
Using Bullet Physics vs Using no physics
Also,
Using internal Logic Blocks only ( no Python scripting ) vs Using Python and whatever else is required to make the game ( external libraries etc ).
- Take an existing GE template ( eg vehicle / FPS ) and make as cool a game with it as possible. This allows for artists who have no coding experience to enter the competition also.
For this, we’d need stable and completed GE templates - I can see about collecting these, and making sure there is some documentation to allow an artist to get started immediately, with no further GE logic block / python scripting required ( download, and immediately edit and run the levels ). Eg if the template contained Python Scripting, it would already be set up, working, and hidden from the main UI ( the user sees a game editing space, and just has to press P to try out their edits )
Ton in IRC quickly suggested…
- Looks / immersiveness
- Toyish gameplay
TIMELINE
Maybe 8 to 12 weeks? So that there is no real pressure to get it done if you already have a busy schedule.
For the competition, you only have to release the .blend file if you want to.
If you have any thoughts ( good / bad idea, or suggestions for categories ), please post them.
It might be cool to post your top X categories in order, eg if you posted your 5, if only 3 categories were selected then your top 3 would be used for the decision process.
Anywho… hopefully this is will be seen as a good idea by most GE devs, and I look forward to reading the discussions and finalising details of a competition that will be approved by most of the community.
Best regards…
Mal