slicer4ever

Week of Awesome V - Administration Thread

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newtechnology    1955

 I am currently actively developing it for a personal project. I'm likely to work on font rendering, UI, and some scripting type functionality amongst other things over the next few weeks. I would say a lot of this is engine code, not gameplay code, so I'm OK to use it in the competition??? or would this be breaking the rules?

Yes, that's allowed.

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slicer4ever    6760

A question about the rules, I'm likely to work with my own engine again but this year I am currently actively developing it for a personal project. I'm likely to work on font rendering, UI, and some scripting type functionality amongst other things over the next few weeks. I would say a lot of this is engine code, not gameplay code, so I'm OK to use it in the competition??? or would this be breaking the rules?


As newt said, this is perfectly fine. Also glad to see you rejoining us for another year :) The new team name also sounds pretty cool, I like it. Edited by slicer4ever

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iedoc    2525

Good to hear, i've added you to the list! I've left your looking for artist request up, unless your friend is filling that niche?

Please keep that up, thanks slicer! (friend is a mathematician, trying to get him into programming, hoping this will be a little motivation for him)

Edited by iedoc

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Avalander    2412

Any online game must be provided in an offline format when submitting the game.

If I understand this correctly, even if I make a browser game and host it somewhere, I will need to bundle it in a windows executable to submit it. Am I right?

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iedoc    2525

If I understand this correctly, even if I make a browser game and host it somewhere, I will need to bundle it in a windows executable to submit it. Am I right?

 

you just have to make it runnable offline. I'm going to provide a folder with an index.html and the rest of what i need for example

Edited by iedoc

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riuthamus    8361

I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine? Thoughts are welcome. The goal is to have roughly 20 - 30 assets available for you guys by the time of the event. This pack will come full with animations, particles, and some icons. Thanks in advance for any and all info you can provide.

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Scouting Ninja    3951
I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine?

Most should be using Unity, it's the best engine for a game that can be made in a week; Unreal is to heavy for this. Custom engines would also be good.

 

 

I wonder If I start now to make walls, floors, shaders and other basic items -that I know every game uses- is that cheating?

Edited by Scouting Ninja

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__Toz__    318
I'd like to join as well. 
 
Last year I missed it because I managed to plan my vacation right on the competition week. Although for this year I'd like to team up with somebody else if possible. Preferably an artist, because the art I made for my game in the week of awesome III was a bit hit-and-miss.
 
Team name: Scrambled Eggs
Although I might change it if I team up with somebody.

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riuthamus    8361

 

I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine?

Most should be using Unity, it's the best engine for a game that can be made in a week; Unreal is to heavy for this. Custom engines would also be good.

 

 

I wonder If I start now to make walls, floors, shaders and other basic items -that I know every game uses- is that cheating?

 

 

100% disagree with that comment about Unreal, but thats for another topic :P

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Thaumaturge    3824

I'm planning on using Panda3D, as per usual. That said, unless the themes or rules require it (or I end up with an appropriate team-mate), I currently don't plan on using third-party assets, so my choice of engine is perhaps not relevant to the matter at hand.

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Scouting Ninja    3951

100% disagree with that comment about Unreal, but thats for another topic

Don't think I am Unity's side, honestly I hate the engine and all it stands for. I hate it so much I have to defend my choice even if this isn't the place for it. <_<

However if you just made a Unreal level, with nothing in it and exported as a game it's over 200mb large blank level.

Most of Unreal's tools are made with long term games in mind, you won't be able to use even 20% of the engine in a weeks time.

 

Unity, as much as I hate to say it, is best for the small games we can make in a week. If someone plans on taking the game past this week, then Unreal would be the best choice.

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riuthamus    8361

 

100% disagree with that comment about Unreal, but thats for another topic

Don't think I am Unity's side, honestly I hate the engine and all it stands for. I hate it so much I have to defend my choice even if this isn't the place for it. <_<

However if you just made a Unreal level, with nothing in it and exported as a game it's over 200mb large blank level.

Most of Unreal's tools are made with long term games in mind, you won't be able to use even 20% of the engine in a weeks time.

 

Unity, as much as I hate to say it, is best for the small games we can make in a week. If someone plans on taking the game past this week, then Unreal would be the best choice.

 

 

Again, I dont want to turn this into an unreal vs unity thread. Some of what you said makes sense, but there are 5 arguments rolled up into one and they dont all make sense for that 1 argument.

 

So this is what I am going to say, and leave it at that. If you want to dispute my claims please bring that to a PM or something. The only reason I am responding on this thread is so that people are not discouraged to use Unreal due to the comments presented.

1) Unreal engine has BP's (blueprints) which allows for visual based scripting, as fast as or faster than C# prototyping. You can make an entire game with this. So the comment about not even using 20% of the engine in a weeks time is 100% false. You could, within hours, flesh out networking, movement, physics, and have an entire game ready to roll all from Unreal's core project files with minimal modifications via BP scripting.

2) Both Unreal and Unity provide robust systems for making games quickly, however unreal provides artists far more tools out of the box. Meaning, you could have an artist on the team who helps you with the code elements. This can lead to a faster production time. Those coders out there who are also weekend artists can gain perks from this as well. Some of the tools in Unreal are purchase only from Unitys store.

3) The argument for the file size is fairly correct, but that is ONLY if you leave in all the core assets. Our first production of our game (WoA:4 ) was less than 300mb and that was with 100% custom models and textures. So the idea that your game has to be huge is predicated on the concept of using all of the engines "default" content. You can choose to use none of that and work with a very light load based setup.

4) This point is the ONLY point that I would argue Unity is better. Unreal is not as featured packed when it comes to the 2d side of things. Their UI editor is horrible and needs some serious work. With those in mind, if you are running 3D you have no reason to not choose Unreal.

So, while you might think that Unity is better, in all honesty its not. Either tool will work and can be used, its the skills you have with them that will determine if you can use them properly. If you are new coder and never made anything before than C# might be the better path for you (Unity), but it isnt the only path and it isnt the "best" path either. BP scripting is powerful tool that can allow you to create games within minutes using the full feature set of the entire engine. Don't believe me? Check out some of the UE4 gamejams that are ONLY 3 days. Some of the games people product are off the charts and they were done with less than a 5 man team.

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Avalander    2412

I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine? Thoughts are welcome. The goal is to have roughly 20 - 30 assets available for you guys by the time of the event. This pack will come full with animations, particles, and some icons. Thanks in advance for any and all info you can provide.

 

I'll go 2D. I haven't decided on an engine/library yet, though.

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iedoc    2525

i'll be using webgl for my game. I'm not much of an artist so i'll be super thankful to you ruithamus for any assets you make~ Not sure what kind of assets you do, i'm going to shoot for N64 style graphics (low poly), but i'll adapt to whatever i can get my hands on as far as art is concerned

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Thaumaturge    3824

I've looked over the rules, but just to double-check: is it acceptable to team up with someone who isn't a member of GameDev.net? I may be teaming up with someone willing to provide sound, but I don't know whether they're a member here.

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slicer4ever    6760

I'd like to join as well. 
 
Last year I missed it because I managed to plan my vacation right on the competition week. Although for this year I'd like to team up with somebody else if possible. Preferably an artist, because the art I made for my game in the week of awesome III was a bit hit-and-miss.
 
Team name: Scrambled Eggs
Although I might change it if I team up with somebody.


Great to have you again :), i've added your team, and placed your request in the looking for teammates section. I hope you'll be able to find someone :)

Most should be using Unity, it's the best engine for a game that can be made in a week; Unreal is to heavy for this. Custom engines would also be good.

We've had a number of entrys made in both, I think riu's covered fairly well his feelings on the topic, overall it should be about using the tools your most comfortable with(unless your looking to experiment), and i don't want to dissuade people from using unreal for such a thing. A week is a fair bit of time to get something workable, regardless if you can only use a fraction of the engine's potential.
Overall as riu said this is certainly not the thread to derail into such a discussion, so let's leave it at this then, i'm only bringing it up as i want to make a point that it has been used successfully in prior competitions as well.

 

I wonder If I start now to make walls, floors, shaders and other basic items -that I know every game uses- is that cheating?

eh, this gets a bit fuzzy in what is/isn't pre-making assets for the game. basically the core idea is nothing is made with the absolute intent of being used just for this game alone. If the asset is used elsewhere and your just stripping it out, that's fine, but pre-making things solely for this competition is not fine. if those assets would belong in another game/app your working on, then it would be ok.

I've looked over the rules, but just to double-check: is it acceptable to team up with someone who isn't a member of GameDev.net? I may be teaming up with someone willing to provide sound, but I don't know whether they're a member here.

Yes, this is fine to have. basically you just can't have more than 4 teammates, and at least the leader of the team will require a gamedev.net account for game submission and posting updates for participation points.

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dmatter    4821

I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine? Thoughts are welcome. The goal is to have roughly 20 - 30 assets available for you guys by the time of the event. This pack will come full with animations, particles, and some icons. Thanks in advance for any and all info you can provide.

Interesting!

I'll be using a custom 2D engine. Empirically it will be a tile-based game unless the themes inspire me away from that.

What sort of assets are you thinking of making? (2d sprites? 3d models? characters/props/scenery? ...)

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kseh    3838

I'd like to join in again this year.

I want to say that I'm hoping to see if I learned anything since last year but since I plan on going it alone again working with my home brew engine... well I'll just go for the finish and see how it goes.

Same blog location as before for progress reports.

https://www.gamedev.net/blog/878-ksehs-blog/

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Thaumaturge    3824

I've looked over the rules, but just to double-check: is it acceptable to team up with someone who isn't a member of GameDev.net? I may be teaming up with someone willing to provide sound, but I don't know whether they're a member here.

Yes, this is fine to have. basically you just can't have more than 4 teammates, and at least the leader of the team will require a gamedev.net account for game submission and posting updates for participation points.


Ah, excellent--none of that should be a problem, I believe. Thank you for clarifying! ^_^

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cowsarenotevil    3003

I'm thinking I might give this a shot. I'd like to make a console game, though. Will this be fine as long as I bundle it with a preconfigured emulator? It would be completely free and self-contained, without requiring any proprietary BIOS, etc.

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slicer4ever    6760

I'm thinking I might give this a shot. I'd like to make a console game, though. Will this be fine as long as I bundle it with a preconfigured emulator? It would be completely free and self-contained, without requiring any proprietary BIOS, etc.


exactly which console would you be targeting? overall as long as the judge's are able to run it without having to do any leg work(and no files you are distributing are copyrighted in a way that you aren't allowed to distribute them), it should be fine.

I'd also like to give a thanks to Josh petrie who has thrown in an additional 200$ to the prize pool, I've added additional prizes to 4th and 5th place winners as well! Edited by slicer4ever

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