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Mr_Cruse

First Person Shooter Contest...

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Alright Here is what i want to do with everyone, or at least as many people as possible. I am going to give instructions on the next thing to build in your game. Here's what we are going to do. We are going to make a 10 level - Shoot'em up game. I know this is not the most popular genre of games, especially since it really depends on the amount of effort you put into the game. ok we are going to make this game in 15 days (give or take a little more) but when we are done, i will post them all for download so we can see which gets the highest quality/playability rating. If you are wanting to give this a shot, just Reply to this , and let me know, i will begin designing, on April 25, 2006, so all who would like to participate need to let me know before then. - Cruse - CEO - Lead Programmer/Designer www.Risen-Online.com [Edited by - Mr_Cruse on April 25, 2006 11:19:46 PM]

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Not a bad idea I guess, but how about some specifics? What language and/or API will you use or will it be more like pseudocode? 3d or 2d? I would assume this is geared toward newcomers, since the title speaks of 'first game', but how difficult will this be? Will there be any time between steps to allow for missing a day (basically, how often will there be updates and how much time does one have to devote to this)?

People will need more info before showing interest...

On another note, I think a lot of people look for this sort of thing, so it might turn out alright. Good luck.

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This is what is really going to make this a very interesting project, really, im just going to be coaching along, if you have a language you are more comfortable with, then, use that one. Game designs, and programming, are not handed to you when you say " I want to make games ", and this is how i learned, so im hoping this will push people to get the resources they need to get the job done.

Those who complete the project at the end of the 15 to 20 days of design time worked harder on getting their necessary resources.

So to be more specific for everyone, This is going to be a creative project, different languages, different levels, and the only thing thats going to be the same, is that we are all creating the same type of game, with the same amount of levels, in the same amount of time. And all of the differences will stick out rather than in most Competitions.

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Great idea! but do i get it right?
You mean everyone is going to write a shoot'em'up project by themselves, and in 15..20 days you post results and announce the next assignment/feature to add to the project,then in 2 weeks you post updated projects and the next task et cetera?

Check me in, anyways. I'm going to do it in с++ and opengl, with probably no other sdks except for my own ones.

More details would be good, yeah.

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No, we are all going to individually be designing our own first person within a 15 to 20 day period, and each must contain the following:

1. 10 levels
2. minimum 5 weapons
3. Lots of props
4. 2 Enemies (minimum)
5. HUD optional


Good luck to you all. we start tomorrow.


Mr_Cruse

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So wait a minute, are you telling us which piece to write each day (like Day1: setup the window, ect. Day2: get a gun onscreen), or is it like "Finish the game within 15-20 days. Now we go on to the next game?"

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I am pushing back the starting day, to the 30th of this month. Reason being that i have just changed the order in which we will be designing this game.


~The order in which you create things is up to you.
~Each day your progress will need to be posted on this forum.
~On the final day each of the participants will post their finished product with full description and author's name to be voted on at www.risen-online.com

As an individual representing Risen Online Entertainment Game Studios, I may or may not participate in this development chaos, this has also been another reason for the pushing back the dates.

The Prize for winning will be the following (given the requirements are fulfilled)

Risen Online Entertainment will design a standard basic game, provided that the winner has TWO (minimum) or more individuals to setup the designs, and artwork that will be used to create the game. You will be given full credit for the games design not the development.

Prize may change before the beginning of the competition but will be announced the day before IF any changes should occur.

All participants must post their name and email address, along with a Heading that says "Contest Participant"

Korey

Risen Online Entertainment
CEO
Lead Programmer/Graphic Designer

www.Risen-Online.com

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Quote:

~The order in which you create things is up to you.
~Each day your progress will need to be posted on this forum.
~On the final day each of the participants will post their finished product with full description and author's name to be voted on at www.risen-online.com

As an individual representing Risen Online Entertainment Game Studios, I may or may not participate in this development chaos, this has also been another reason for the pushing back the dates.

The Prize for winning will be the following (given the requirements are fulfilled)

Risen Online Entertainment will design a standard basic game, provided that the winner has TWO (minimum) or more individuals to setup the designs, and artwork that will be used to create the game. You will be given full credit for the games design not the development.

Prize may change before the beginning of the competition but will be announced the day before IF any changes should occur.


OK, so let me get this straight. You want the people of this forum to write a First Person Shooter, within 15 days. Then, you (and your unproven team) will pick one and design your own game using the winning project as a base. Afterwards, you and your team get credit for the game, while the author of the winning project gets a line in the credits.

Why would anyone want to do that, when they could write their own and then reap the benefits of their work themselves? Or am I totally off here (in which case just ignore me).

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UssNewJersey4, Im not going to reap the benefits from anyone, the competition is a friendly one, just to have fun, the games that the participants make will not EVER be used for anything else other than show, and as for the Prize: that is a completely new game RPG, Adventure, Anything the winner wants, but they have to design it, and we will develop it, in which case they will receive the game (of course) for free, and have the decision to let us sell the product or not, and royalties will be discussed at the time of the decision to sell the game or not, but only with the Winning Contestant.


Does that clear things up a bit?

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Quote:


OK, so let me get this straight. You want the people of this forum to write a First Person Shooter, within 15 days. Then, you (and your unproven team) will pick one and design your own game using the winning project as a base. Afterwards, you and your team get credit for the game, while the author of the winning project gets a line in the credits.

Why would anyone want to do that, when they could write their own and then reap the benefits of their work themselves? Or am I totally off here (in which case just ignore me).


Your VERY off base... It's a shoot em up :P

PS to OP: Ideas are a dime a dozen in the games industry...

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Quote:
Original post by Programmer16
Quote:
Original post by Mr_Cruse
First Place also gets a hug from Mushu

I'm out [wink].

[sad]

PS: I guess my tank game might qualify as a shoot'em up. And will have built-in content creation tools. I might try to cheat it in as a submission if I finish anywhere near the deadline. I want that prize!

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I think this is a very bad idea, but I'm not here to put you down... so I'll just pretend it's a good idea and go from there.

You should give more information about what is expected. You say a "shoot em up" game, then in your next post it is a first person shooter. When you say shoot em up, some people think first person, some people (like me) think Ikaruga or Gradius...

Lots of props. Vague and a bit worthless, since props often do nothing to improve the quality of the game.

Minimum five weapons? Why? Is the quality of shooter dependent on the number of weapons it has? How can you create five weapons that act differently enough to be worthwhile in such a short time, on top of all of the other tasks. And if you have that skill, why would you want to win the "honor" of having somebody else do the task for you?

Anyway, as a "good idea", I think alot more thought needs to be put into it before it begins. Of course, my real opinion is that it's a shameless attempt to get a free game idea. But if you insist on doing it, at least do it right.

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Ok, this is something to get people involved in game design, it is just something fun, nothing for profit and nothing lost, everyone has everything to gain and nothing to lose, at the very least, see where your type of creative idea compares to others, see where you need to improve, if at all. quit looking at this as something that someone will profit out of, unless you are the winner of the competition, everyone just have fun, and be creative.

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Guest Anonymous Poster
GREAT GAME IDEA

High Concept
Sons of Shadow is a tournament style first person shooter set in near future Tokyo, featuring swift and agile combat between ninjas. The platform is PC, with online/ LAN support, and has a target ESRB rating of teen. It is intended as a junior or senior level student project.
Synopsis
Ninja stars flash and strike like bullets in the office cubicles around you, it’s just another day surviving the cut-throat Yakusa syndicate. You spring onto a wall and rebound back onto your pursuer from above, delivering a fatal slash from your katana. In the near future, talented young assassins claw their way to the top for supremacy. Today’s aspiring Yakusa kingpins start first as humble ninjas, and work their way up. In Sons of Shadow, up to 18 ninja assassins showdown in a spectacular manner from a first person vantage point. Quick, varied attacks come from all angles and deadly swordfights jump from wall to wall, treetop to treetop.
Gameplay
Sons of Shadow builds on the precise controls you might find in a game like Quake III Arena, however the player is offered much more freedom of movement. Unlike most FPS, the game’s focus is not on bigger and better guns, or prettier graphics, but fun agile movement. Ninjas may double jump at any time and have unlimited usage of a grappling hook that allows the player to fly around the arena and latch onto surfaces. By combining the skilled speed of the ninja, grasshopper-like jumping ability, and an innovative grappling hook, players have free reign around the game environments.
At first glance, movement may seem complex, but the game favors a solid and simple control scheme. Upon triggering the grappling hook, it launches out along the HUD crosshairs, and if it connects to a surface within its reach, it reels the player toward that surface. The vantage point automatically shifts outward as soon as the player meets the wall, as to quickly facilitate another jump from the wall, or attacking from a high position. Mastering the grappling hook plays a crucial role in combat, and with a little practice, precise, quick movements, like jumping up and soaring to clutch an individual bamboo stalk become easy.
Each ninja’s primary and most powerful weapon is a katana sword used for close quarters combat. Though fast and frantic, melee combat takes a simple three choice format, similar to paper-rock-scissors. Ninjas may choose between a quick arcing slash attack, blocking with their katana, or a grab/counter throw, with each choice being strong against one decision, but not the other. For example, Ninjas can deflect a slash, but not a throw, and a Ninja could anticipate a throw with a slash. In addition to the katana, ninjas are provided a small arsenal of projectile weapons, such as grenades, flash grenades, and an unlimited supply of ninja stars, which are weak individually, but thrown in a machine gun like fashion. Furthermore, attacks are at home in the air as well as on the ground, since ninjas can amply leap and slash opponents from walls, or barrage enemies with Ninja stars while riding the grappling hook to a wall, for example.
Sons of Shadow features highly stylized graphics, with themes and influences drawn from Asian culture, Manga, and films like Ninja Scroll. Ninjas are not dressed in the usual stealthy costumes but as mobsters, in fashionable black business suits, providing a unique contrast to the traditional weapons they wield. Game environments are diverse, beautiful, and well designed to interface with the superhuman agility offered by its ninja combatants. There are five arenas, including a bamboo grove high atop ocean cliffs and a portside Yakusa warehouse. Players duel high amongst sinewy evergreen trees and while leaping between scaffolding of Tokyo skyscrapers.
Sons of Shadow offers unique and fast-paced action not offered by any other FPS. Easy to learn controls give players superhuman agility as second nature, and a first person vantage point offers an immersive and fun ninja gameplay experience.

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Thank You all who posted against having a competition, im too frustrated to contact you each individually, but aside from that It was you who made this whole thread seem as a bad thing, something that a company was going to steal from other's hard work, and make profits off of... All we were trying to do is have a competition, and see what kind of creativity is out there, and offer them a position in game design, Thanks to all you who F*cked it up for the people who were interested!!!


MOD: Please delete this whole thread.


Mr_Cruse

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