INFINITE WORLD in February 2012
February 1st, 2012
From MMOs like Love, to block-smashing hits like Minecraft ginormous auto-generated worlds seem to be en vogue things days. And what’s not to like? An infinitely vast amount of space filled instantly by expertly tuned variables built by the hands of a few scrappy individuals is the dreams of many an ambitious designer.
Given 7 days over the course of February can you make your own INFINITE WORLD, developers?
20 Comments, Comment or Ping
reminds me of something … GGJ2012 ?
February 1st, 2012
This too reminds me of Global Game Jam 2012 where the theme was the Ouroboros Serpent image. My game was less on infinity and more about eating oneself and traveling a circular world.
http://breakfall.ca/content/frosted-feud-global-game-jam-2012
February 1st, 2012
Ah, now this is interesting…more like a mechanic than a theme (unless you do some creative brain-stretching), but definitely something one can sink one’s teeth into.
February 1st, 2012
One word: Noctis.
February 2nd, 2012
Hmmm… I have something I would like to do for this I think, maybe at the end of month. :D
February 4th, 2012
Yep, I’m definitily in for this.
Now I justy need to find a calm few days in a row.
February 6th, 2012
I’m excited to see all the procedural content (fractals, perlin noise, maze generation, cellular automata cave generation techniques etc) in your game worlds! Maybe an infinite roguelike? Good luck everyone!
February 6th, 2012
That sounds tempting. How does it work. Can I just make a game in less than a week and post a link before February ends?
February 7th, 2012
@TC STYLE
Yeah that’s basically how it works.
This is a very interesting theme, from both gameplay and technical perspectives. If I find time to make something, I think it will be a sort of persistent world roguelike, with the world growing further and further as you explore it.
February 9th, 2012
Interesting.Ok, I’m in if I can find some free time.:)
February 13th, 2012
Just started development. For anyone interested, mockup of the planned game: http://rustybotgames.wordpress.com/2012/02/14/experimental-gameplay-project-infinite-world/
February 14th, 2012
If anyone is planning on using procedural generation, there’s an abundance of information available here:
http://pcg.wikidot.com/category-pcg-algorithms
February 19th, 2012
Hi there, I just recently heard about this project and decided it would be fun to try. So here’s my 7-day game, The Overseer:
Basically, you make a robot go through an infinite corridor, and need to make it advance as much as possible before running out of energy. The twist is that you don’t actually control the robot, you control the parameters that generate the world, and need to set them such that the not-very-bright AI that controls the robot will manage it.
More details here:
http://computationalwhatever.wordpress.com/the-overseer/
Unfortunately, being my first 7-day game, I ran into some schedule problems… so the gameplay isn’t very impressive.
February 19th, 2012
Finished my game. It’s rather a proof of concept at the moment. Nevertheless I think the infinite gameworld concept works. You can download a windows executable here:
http://rustybotgames.wordpress.com/2012/02/21/infinite-floating-islands/
February 21st, 2012
Finished a prototype! You control a UFO who is being chased by helicopters. The can fly around a world that is dynamically generated as you explore it (though I didn’t have time to fill the world with anything interesting, but the roads all mostly link up with each other…)
Here it is! http://www.helixfox.com/games/monthly-week-games/stolen-ufo/
February 29th, 2012
Just “finished” my first EGP project! Naturally, I bit off more than I could chew, and didn’t get to implement most of the features I wanted. Nonetheless it’s a moderately interesting toy.
http://gravelbed.com/VastFrontiers.zip (windows exe)
My original concept was a space exploration game wherein the player controls a colony ship, discovering new solar systems and colonizing planets. These colonies would grow over time, consuming resources and building trade networks with neighboring systems to support each other. Currently, you can explore systems and place colonies, but they simply grow to their limit without any resource restrictions. As colonies advance in levels they give names first to their planets and then to their solar systems.
Controls are simple. Left click on systems to move to them, or right click and drag to explore the map. Left clicking on planets in the system information view at the bottom places colonies.
Though I didn’t end up with the final product I envisioned, I feel like I learned a fair bit through this exercise. Due to some scheduling issues, the seven days I spent working on it weren’t entirely contiguous, and I think that hurt my productivity quite a bit. Next month I’ll do a better job of planning out my development timeline and hopefully have a more complete game at the end of it.
February 29th, 2012
(Barely managed to cram my entry in to February)
Presenting: Cretan Hubris
Download (Windows zip file): http://sourceforge.net/projects/radius-engine/files/egp/cretan-hubris-0.1.zip/download
Web site: http://radius-engine.sourceforge.net/development/cretan-hubris–egp-2012-02-.html
Story:
You are the master architect Daedalus. You have just finished building the Labyrinth; a massive, elaborate maze on the Isle of Crete.
Unfortunately, boasts about your accomplishment have drawn the wrath of jealous gods. They have sent a burning energy wave rippling through your creation…
Gameplay:
Try to escape the maze by progressing to the right using the arrow keys (and score points in the process)… unfortunately, the maze extends indefinitely so you will eventually have to bow to the gods :)
The art work is not thrilling (kind of ran out of time), but I think the game turned out to be surprisingly fun (albeit slightly depressing since you always lose).
Please let me know what you think!
You can follow my other (free, Open Source, cross-platform) work at @RadiusEngine
February 29th, 2012
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