Alright faggots, as I mentioned in the meta thread recently, I would like to start doing board game jams on a regular basis. Unlike other jams that just give you a theme and a ridiculously short deadline and then you're on your own, the game jams here will come with a ready-to-go, runs out-of-the-box codebase so that any participant will have a working, playable game from day one (however bare-bones and exactly like everyone else's it is). You may choose to use the provided code base if you want, but you're free to bring your own as well. Think the code is ass? Does something you don't want or need? Rewrite it then, I don't care. The provided code is simply to bring as many people up to speed as quickly as possible, as well as to provide a common ground for collaborating with and assisting one another.
The first /agdg/ Game Jam game will be making 2D platformers - no theme or gimmick restriction, it can be whatever. The provided game skeleton will use Raylib for graphics, sound, and input, and be written in an easy-to-grasp subset of C++ (nothing fancy or hyper-efficient). The Jam will officially start on June 6th, 2023 (6/6) and run until July 7th, 2023 (7/7), one month. By start, I mean a thread will be created and the code base, along with building instructions will be provided on that day. You are free to do whatever prep you like in the meantime, of course. 7/7 will be a "demo day" of sorts, where everyone uploads their games for others to play, and an informal competition will take place to decide the best game. I say "competition" but it's just for fun, maybe we'll come up with something stupid for the winner though.
>why?
For fun and practice. Do I expect any masterpieces in a month? No. Will anyone make a "real" game to put up for sale or something? I highly doubt it. What I would like to see though, is everyone at least trying - hence lowering the barrier to entry as much as possible. Can't program? Learn, you've got a whole month. All code provided will be straight-forward and well-documented as to which lines are doing what, start by tweaking that. Can't draw? See itch.io and similar for free assets. Can't do sound or music? Again, itch and the like. Do I want to see a whole bunch of Super Mario-clone asset-flips? No. Take the time to try to do something new or do something well. Can program but can't do art? Spend the month developing your art skills and pipeline, even if it means a barebones game program-wise. Are you an artist but can't code? Take the month to learn to code or collaborate with someone who can. Can do everything? Awesome, show us something new then, a novel gameplay mechanic, setting, original character, whatever. I want to see everyone push the boundaries of their skills, using the provided code as a springboard if they like.
In this thread I will be gathering ideas for what constitutes the "barebones platformer", and posting my research on that, experiments, and other progress on this project. I would also like to see the thread used for general 2D plaformer discussion. What's out there? What have you played? What's state-of-the-art? What are some cool mechanics you know of? Styles - low-res/pixel, high-resolution, limited-palette, tile-based, pseudo-3D, you name it.
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