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/prog/ 2012 challenge

Name: Anonymous 2011-12-26 5:59

Brothers and sisters,

As the end of the year comes closer, and we reflect on what has happened on /prog/ this last year, we have to admit that we did not accomplish very much. Perhaps in our private lives, yes, but here on /prog/ we have spent the majority of the year trolling, meta-trolling, complaining about it and going nowhere in particular. If we look at our community I'm going to say we have very little to be proud of: /prog/ kinda sucks.

I say we change all that. I say in 2012 we band together and prove that /prog/ is better than it has ever been before just by making it so. That we can come to /prog/ with an expectation of lulz and wisdom. I'm willing to make the effort, who's with me?

ITT post your new years resolutions for /prog/, I'll start:

* If I have nothing substantial to say I will sage it.

Name: Anonymous 2011-12-28 18:20

>>79

I suggested a game earlier ITT mainly because I like the idea of other boards being able to make some OC out of it. If they can easily make customize it, they'll come up with fun/emergent shit we never dreamed of. Beyond that idea, I'm not married to any particular concept/genre/engine.

I think I chose to use a Battletoads/TMNT arcade/beat-em-up as the simplest example possible of customization. A user adds his own sprites to the game by throwing them in a directory, edits an ini-style text file to customize the item/enemy's stats and AI behavior (choosing from pre-defined ones). Levels could work similarly, with basic triggers.

Other styles of games I see working well for the OC crowd would be anything that lends itself to a simple level-editor, like platformers. Something like Super Mario Bros. has near-universal appeal and pretty simple mechanics - it's really about the variety of level designs. I'm sure they'd have tons of fun with that.

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