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DreamBuildPlay 2009

April 14, 2009

Free Stuff below!

Every year, Microsoft runs a competition called DreamBuildPlay.  Last week DBP 2009 was kicked off.  Things you should know:

  • DreamBuildPlay is a contest in which you or your team (of up to 7) build a video game for the Xbox 360.
  • Your video game needs to be built in XNA Game Studio 3.0, or 3.1 when it comes out in May.
  • You get a free 12 month subscription to XNA Creator’s Club just for registering.
  • Grand Prize Winner receives $40,000.  Prizes of $5,000 to $20,000 available for subsequent winners.
  • If the judges really like your game (even if you’re not the grand prize winner), they may offer you a publishing contract for Xbox Live Arcade.
  • The Dishwasher, an XBLA title released last week was a DreamBuildPlay winner in 2007.  Other DreamBuildPlay winners are in the pipe.
  • No theme this year, so you can build any kind of game you want.  But it has to target the Xbox 360, not Windows.
  • Submission Deadline is Aug 6, 2009 (My Birthday!)

If you’re an amateur or hobbyist game designer/programmer/artist and you have a wild idea for a new game, this is your chance to hunker down and get some eyeballs on what you can do.

Register here.

Game Design: I Know Your Deeds

April 10, 2009

In an effort to keep blood pumping through my brain at regular intervals, I’ve started submitting entries to GCG’s Design Challenges.  My first one received an honorable mention, and is reproduced below.

I know your deeds challenges players to survive over the course of months and years, trapped in a city dominated by nightmarish zombies. While of course concerned with the ever-present threat these creatures represent, the player will face long-term concerns like obtaining sources of food and water, building shelter from attack, and the overall survival of the human race.

Game Mechanics:

The player begins in a semi-randomly generated urban environment. A full day and night will take place over the course of 20 minutes, the proportions of which will depend on the time of year (i.e. More of that twenty minutes is day in the summer, less in the winter). During the day, the player enjoys relative safety from zombie attacks (at least outdoors), and those encountered tend to be lethargic and confused. Days are typically spent scavenging for supplies and building materials, constructing barricades and traps, and investigating scripted plot points.

Crafting

A crafting system exists in the game, in which players need to collect tools and materials to build and reinforce whatever position they’ve chosen as their base of operations. Stress is induced in the player as collecting these materials, building, and setting up the barricades and traps will take up more time than they have allocated in a given day, and the attacks that will occur all night wears down these defenses, requiring repairs the next day.

Sleep

Sleep also takes a major position in the game. If the player refuses to sleep, they will begin falling asleep while performing tasks, and generally perform miserably. Sleeping during the day is safer, but sacrifices critical time that could be spent building and scavenging. Sleeping at night means you may be rudely (and suddenly) awakened by a zombie chewing on your throat. Additionally, nighttime sleep is less restful, due to the loud noises going on outside. Going to sleep on a daily basis thus becomes a thing of terror, rather than relaxation.

Freeform

Unlike most survival horror games, there are very few scripted events in I know your deeds, beyond the seeding of background story information and certain key events which are linked to game timeline. The plot is developed by finding items which piece together a patchwork background story, eventually resulting in a method of destroying the zombies en masse. The player can ‘hole up’ in any building they choose, and reinforce it as they can. Items and buildings are pseudo-randomly generated in a manner that makes each game unique, but also consistently playable and interesting.

Difficulty curve

As time goes on, more and more of the framework of society begins to fail (for example, initially the electrical grid may still be working, but will eventually collapse), creating an increasingly difficult environment in which to survive, and forcing the player to continually be allocating time to deal with these situations, instead of ‘base building’. Additionally, as time goes on, the zombie threat becomes continually more intense and ferocious.

End Game

The game ends when either the player can no longer handle the zombie threat and is overcome, or the player gathers the information and materials necessary to build a device which will end the zombie threat.

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