It’s kind of hard to keep up with Flash game competitions. Every time I hear about one, there’s only a little amount of time left. And even if I know about them for a while, I decide at the last minute to enter! Here’s my last minute attempt to get the word out on a few.

2nd Games That Challenge the World Contest

Deadline: February 28th, 2011 at 23:59 est

Requirements: Make use of the Come2Play Multiplayer Api.

This is my first time hearing of this Come2Play system. From what I can tell, games that implement the API use a universal currency called ‘tokens’. You can check out the documentation to get started and Emanuele Ornella wrote a tutorial for implementing the Multiplayer Api that might be worth checking out as well.

Here are the winners for the 1st competition to get an idea of what the competition might look like.

More information at the Come2Play website.

Stanford Hackathon’s Flash game Competition

Deadline: Too Soon, February 13th at Noon PST

Requirements: Create a game with the theme of “benevolence”. Whatever that means…

Prizes: The best part is every submission wins a copy of FDT 4 Pure, the excellent ActionScript code editor. Which is awesome if you’re on Mac because you don’t have Flash Develop. Grand prize is Adobe Master Collection and a bunch of nice goodies. Check the page for the full prize list.

My homies the Super Fulton Bros. (Steve and Jeff Fulton) are judging this one, as they posted on their site. Jeff expressed concern for how subjective the theme is but that may make it more fun in the end! Part of what makes Apples to Apples so great — the other part being plenty of alcohol consumption.

More information at Stanford’s hackathon website.

Pico Day on Newgrounds

Deadline: April 30th

The yearly Pico Day event will be happening on Newgrounds not too long from now. It’s a while so there may be time to plan something! haha

If you don’t know what Pico Day is, it’s a where Newgrounds users submit a bunch of animations and games themed around Pico, the classic Newgrounds Flash game from like 10 years ago. It was a huge inspiration for me back when I was messing around in Flash 3. Gotoandplay genius.

Some info on prizing in the blog update.

Kongregate Monthly Competition

Deadline: End of the month! Every month.

I never knew Kongregate had a monthly competition. But it seems that they do.

More info at the Kongregate website.

  • First-Person Shooter. Check.
  • Post Apocalyptic World. Check.
  • RPG Elements. Check.

I had held off from getting an Xbox until Halo 3 came out. There was all the drama with the Red Ring of Death and there were lots of rumors of a new motherboard with less problems, coincidentally around the time of Halo 3’s release. After playing through Halo 3 I ended up getting a Wii and Super Mario Galaxy — mostly using my Xbox for XBLA games ( Braid, Rez, Castlevania: Symphony of the Night, Banjo Kazooie, etc.) Last Fall I decided to get caught up with Xbox retail games, and borrowed a bunch from Ricky.


Bioshock

Bioshock was high on my list. It was mega-hyped, looked pretty cool, and one of the prettiest games out at the time. There were a lot of demo videos leading up to its release, demonstrating the variety of ways you could interact with the enemies and environment to get through situations. Using electricity to deactivate machines, using fire to make enemies run for water, making the Big Daddies fight on your side, and the like. It looked exciting and I had to see what the game was about since it was one of the best examples of our game technology.

Continue Reading…

I was just talking with my co-worker about possibilities of building a big multiplayer game into a website. We had tried a bit on Hotwheels.com last Fall but it was a disaster because it was missing some critical elements. It doesn’t take a complicated game for people to be compelled to come back everyday to play. I’ve been messing around with SuperPoke! Pets on MySpace, coerced by some lady friends. It’s a simple pyramid scheme type of system which rewards you with in-game cash for coming back everyday — the more friends you get to join, the more cash opportunities you have within a given day. Then you can buy crap to decorate your little room and gift items to your friends.

My co-worker then went to go on about strategy games like Settlers of Catan and M.U.L.E. , which take this kind of gathering concept and create a goal that you can compete with others for. Instead of just building up “bling“. I’d heard of M.U.L.E. before but never knew anything about it. Apparently it’s a 4 player turn-based strategy game for 80s computers. I decided to look up on it and learned about the designer Dani Bunton Berry. A designer, apparently way ahead of her time. Unfortunately, she died in 1998 while working on an online version of M.U.L.E.

I ended up finding her website still intact with a GDC speech from 1997 on multiplayer game design. What is surprising to me is how relevant it still is, over 10 years later. Halo 3 covers most of these bullet points very well… The “pacing needs variety” part reminds me of the time in the lobby between games — usually “good game” or trash-talking time. The “Legends must grow” element was a big feature of Halo 3, which automatically records game matches to your hard drive and allowing you to upload them online and allow others to spectate a past match. The “Leave room for ads” part has grown increasingly relevant as now I’ve begun experimenting with in-game advertising. Dreadful.

So here’s the listo…

Good Multi-player Design Elements

Excerpt from a Lecture for the 1997 Computer Game Developers Conference, Copyright 1997, by Dani Bunten Berry

Here comes my annual punch list of things to consider when designing multi-player games updated and expanded from last year based on what we’ve learned:

  • Build in the “Norm Effect” if at all possible. This is named for the character from “Cheers” who when he enters the bar is greeted by everyone calling his name in unison. Pitiful old IRC chat-rooms can provide some of this effect so surely we can find some way to welcome people into our game environments.
  • “Zero sum” is bad. Games where I win and you lose are bad. Worse still is “I win and all the rest of you lose”. Notwithstanding the current cultural obsession with endzone strutting by winners, losers do not enjoy themselves and if you can help take the sting out of it, you should. Alliances, cooperative play, ranked “winners” rather than “A winner” with a bunch of losers are all options.
  • Pacing needs variety. Slow periods should follow intense ones and forced “time-outs” can offer opportunities to socialize, catch your breath and anticipate things to come. Remember, the players no longer have a “pause key” as they did in a solo-game.
  • Strategies need “wiggle room”. People have different personal styles and when playing against each other it’s great to let them “do it their own way” rather than a single approach that all must follow. If possible you should balance the game such that a strategic planner for instance might not always beat the joystick jockey or the detailed tactical type. A game that allows for diverse people to play diverse ways is always best.
  • Legends must grow. Provide ways for players to carry their experiences with them. “Game films” are an excellent (and reasonably cost-effective option) in games where what’s sent between the player’s computers is a stream of “deltas”. Saving that stream and running it back through the game engine provides an opportunity to review what happened during the game. This turns an ephemeral, fast paced experience into a story that can be used to “save face” if the player lost, to learn how to win or just to chronicle their accomplishments. At the very least, try to include ongoing statistics or character attributes outside the environment of a single game execution.
  • Court your newbies. Nothing will destroy a player’s interest in your game quicker than being humiliated a few times when they are just trying to figure out what to do. If possible build in inducements for advanced players to help newbies in order to get something to advance further in the game environment — like taking an “apprentice” might be the only path to “master rank”. At the very least try to make starting as safe on player’s egos as you can. Continue Reading…


Friendly Integration: click here to play

I’m releasing the source code for a Papervision3D game I was putting together. This project was meant to be an interactive visual for a party my friend threw last weekend, Friendly Integration. This game was meant to be projected onto a wall and controlled with a DDR pad for each player. There were also plans to have additional panels that could be stepped on that changed the “theme” of the game.

Continue Reading…