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The One-Map Challenge
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Thu Feb 23, 2006 12:14 pm    Post subject: Reply with quote

Ah, and the great Dropout-a-thon begins!

I am still in, even though 50% of my OHR-related time is devoted to getting the OHR to run fully on platforms I don't use, and don't plan on using evar.
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Thu Feb 23, 2006 12:29 pm    Post subject: Reply with quote

Damn it! Only Leroy can drop out! :p
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Sat Feb 25, 2006 7:51 am    Post subject: Reply with quote

Well, even if I'm the only one left in by the 15th it'll still be worthwhile, because it'll make me get a game done.

Since today was the deadline for character-sharing (whose stupid idea was that? Wink), here is my set:



BMPs here:

http://www.pocketfuel.co.uk/ohr/robot1.zip

I hate doing graphics. Still got loads more to do, too.
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chris98




Joined: 23 Feb 2005
Posts: 114
Location: On Jupiter, My rubber Boobie, s45 h79

PostPosted: Sat Feb 25, 2006 8:19 am    Post subject: Reply with quote

But graphics are fun! I'm having blast with Cair Navon, as it is difficult to tile them well. It's a fun challenge.
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PlayerOne




Joined: 07 Sep 2005
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PostPosted: Wed Mar 01, 2006 2:53 pm    Post subject: Reply with quote

Week 3 comes and goes. Only two weeks left. I can see myself being very busy in the final week.

I haven't done anything since the above graphics on Saturday, having had a lot of other things on my mind. I am still intending to submit an entry, though, I'm just making things hard for myself. I should be back on it tomorrow. There might just have to be lots of hovering cube-shaped enemies, that's all.

I have been thinking about it. A bit. That still counts.
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Mike Caron
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PostPosted: Wed Mar 01, 2006 6:53 pm    Post subject: Reply with quote

You know, I suspect that the deadline for this will fall extremely close to the release of Tirgoviste, possibly even the same day. I propose that you extend the deadline a bit so that we have a chance to use the new version, in case anyone wants to use the various awesome new features (and bugfixes) in it.
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PlayerOne




Joined: 07 Sep 2005
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Location: UK

PostPosted: Wed Mar 08, 2006 2:49 pm    Post subject: Reply with quote

This should be the last weekly update before the end of the contest, unless there's an extension (which I don't really want to do).

We are 80% through the time now, so you should be finishing up the game ready for testing, balancing and polishing. Hah. As if. I'm about 20% through my game so it will be a mad rush to try to get something playable lashed together for the deadline, but I know that if I move the deadline it will just postpone the mad rush.

The deadline is the end of March 15th. Well, technically it's noon on the 16th GMT, to try to cater for all timezones, but don't push it.
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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Fri Mar 10, 2006 10:55 am    Post subject: Reply with quote

Meh, I would think the best idea for that would be an arcade style game.
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
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PostPosted: Fri Mar 10, 2006 6:51 pm    Post subject: Reply with quote

Not to rain on everyone's parade or anything, but if you're allowed to fake having more than one map, with plotscripting, or creative doors, and everything else, what exactly is the point? I mean, I'm all for doing things the hard way, I can understand this is a contest, but this just seems kind of ill-conceived, like a 48 hours contest where you'd be allowed to work on the game 48 hours, whenever you could get an hour or two here, and an hour or two there, so long as total creation time (says you) didn't go over 48 hours, or the 528 hour contests we've had where you can START before the contest does.

I may try and enter, but I'm gonna probably stick pretty stringently to the "One Map" idea. Plays do stuff all the time with the same set and creative lighting, and I think with a certain amount of experimentation, which may or may not be beyond my artistic grasp, I could kind of negatively impose a second image into the map, which'd only reveal itself upon a palette change.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Fri Mar 10, 2006 7:57 pm    Post subject: Reply with quote

Ah, but that IS the point!

A contest is simply doing a particular task with one or more restraints or conditions put on it.

A 100-metre dash is simply the task of running with the condition that you have to get there before anyone else does.

A One-Map Challenge is simply the task of making a game, with the condition that you may only use one physical map.

Different people will do it different ways. I used plotscripting (and a lot of it) to completely simulate distinct maps. Does that mean I'm cheating, or that I'm defeating the purpose of the challenge? No, as I really am using one map.

Depending on what you want to do, this restriction is either critical (in my case) or meaningless (if it's really does take place on one map). That doesn't make it less valid as a contest.
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PlayerOne




Joined: 07 Sep 2005
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Location: UK

PostPosted: Sat Mar 11, 2006 3:26 am    Post subject: Reply with quote

Well, when I set the challenge I had never made an OHR game, so I didn't really know how much of a restriction it would be. Happy It's just a hook, to make things a bit more interesting than a Do Anything You Like contest; to inspire some different creative thinking, etc.

My own game is set in a single environment, although it is broken up into 9 sections. It is probably more like a single dungeon from a larger game, and I'm still going to struggle to get a decent version ready in time. Trying something too ambitious is usually a recipe for not finishing, in my experience.

The biggest restriction for me is probably going to be the number of NPC types. Although not if I take too long to get all the NPCs into the game.
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Mike Caron
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PostPosted: Sat Mar 11, 2006 7:32 am    Post subject: Reply with quote

Although, really, even that limitation can be surmounted with liberal applications of fir... I mean, alter NPC().

This is really going to be a tight deadline. I'm busy for most of today, and again on Monday. So, that's two mostly-dead days, leaving me with ~2 days to get everything done :\
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Wed Mar 15, 2006 5:18 pm    Post subject: Reply with quote

The end is nigh, if anyone is entering apart from me and Mike. There are about 11 hours until the official final deadline.

My entry is here:

http://www.castleparadox.com/gamelist-display.php?game=724

Desert of Stars: my first ever OHR game, and a lot more work than it seems. Pretty rough in places, but deadlines is deadlines.

I'm gunning for second place, based on an assumed turnout of 2.

I'll start a poll sometime when people have had a chance to play the games.
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Mike Caron
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PostPosted: Wed Mar 15, 2006 5:48 pm    Post subject: Reply with quote

http://www.castleparadox.com/gamelist-display.php?game=725

Oh, I dunno about that. I put a lot of effort into my game, but the beginning doesn't look as nifty as it should. I'll see if I can make an upgraded overworld tileset before tommorow morning, but don't count on it.

However, we'll see who fails miserably!

... eh, I mean wins.
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Moogle1
Scourge of the Seas
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Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Fri Mar 17, 2006 8:09 pm    Post subject: Reply with quote

Mike: Your game was horribly imbalanced, eyesorish, bug-ridden, and surprisingly fun. A few specific comments.

Bugs:
* The potion store guy doesn't link to the store.
* The high score isn't recorded for the rock game on the first play (and probably subsequent plays).
* The endgame guy doesn't link to a save.

Qs and Cs:
* Were the elemental attacks supposed to be worthless? I assumed they were there to make fun of useless attacks in RPGs. If that's the case, you should have about six more attacks that do nothing. If not, they're too weak.
* I know you weren't trying to make an extremely challenging game, but it feels pointless to get into a battle with two bats and beat them in one hit each before either attacks you.

Simon: I liked your game more than I probably should've. It was finished, which is good, but it lacked variety. Find the keycards, hold down space for the battles. Still, it kept me entertained and ended at about the right time (even if the ending was abrupt and unsatisfying). The graphics were quite good -- especially the Combot -- but there were some stylistic clashes, like only two characters having a black outline and only out of battle. Finally, no music = bad, especially so soon after the OHR's musical capabilities have been overhauled.
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