I took my lunch hour to make a game today. It's fairly crappy, and inefficient, however it works, and is playable. It took me 1:30 to complete. From design to playability. And I'm wondering, how fast is the fastest you've ever made a game (playable) before?
Well...I once made a game in about 30 minutes that was playable. It was a choose your own adventure kinda thing. Only no matter what choices you make you will eventually end up talking to an owl who gives you a very long speech. When he's done he says "do you understand or should I tell you again." if you say yes it leads you back to the beggining of the story. If you say no, it repeats its self.... I should also mention The text doesn't all pop up at once. I used a ghost writer effect.
The objectived of the game was to play in my presence so I can see you're expression when you realize you've been trolled.
Wow, even though I can program in my calculator, I think it's seriously limiting what commands I an access from the menus. I have a TI-84, with the Mathprint OS 2.54
Lol, no worries, my game was an object avoidance game. It has a character that moves around the screen and some objects come across the screen at a given velocity which changes as the game progresses. The time between object spawning also changes as the game goes on. It was way fun! I spent more time playing than I did making =]
I made a simple game where there are a bunch of bad guys zooming around a map that you have to shoot. I think it was a 4 hr project, 3 hrs of which were me drawing the graphics.
Like this.
Disclaimer: I didn't really know C++ when I wrote this.
The BufferToggle object is for toggling buffered console input (no need to press enter after a key).
I built an asteroids clone in about 6 hours a few days ago (basic functionality only - much work left)
Here's a screenshot: http://img641.imageshack.us/img641/8323/screenshotczh.jpg
http://www.mathhead200.com/index.php?dir=programs
The jSkittles program I wrote took me about 2 hours to make playable. Although the library for the grid-based graphics took around 2 weeks so... Not sure if that counts. (And I haven't update my webpage in a wile so no complaining!)
Hey! We could totally have a quick contest, a single day thing.. it would have to be a week from saturday for me to have any time available... But a whole day to work on one game, a mini-ludum =]
Then again, we could just leave the competition to the actual people who spend the whole year planning things of that nature.
@Luc: That's an interesting use of the console =]
@fun2code: Looks interesting, why asteroids?
@Mathhead200: Nice! my backend took a little while as well, it has my input manager, and my event system, so it was easy to add a menu and a pause screen and a end total screen
I didn't understand your game at first, then when one of them died, I understood! Don't hit the same color as your little pacman.
@xander333: looks interesting, ripped sprites from ... zelda? Haha How far along are you?
Why asteroids?
It's a childhood favorite, I've kinda' always meant to do it and it was the best idea for a project that I had at the time.
Hopefully I'll follow through and finish it up.
Creating games has gotten much faster for me because of all the classes I've built up to do it with over time.
My first animated game (as opposed to a board game) took months to do as I worked out every method I needed from scratch. Great project though. It was a top down space shooter using windows GDI methods for the graphics.
@333 Nothing wrong with placeholders, lets you spend more time programming!!
@Compi3ge3kalpha: that's pretty cool, have you used it much?
~>fun2code: Same here! On everything (except the childhood favorite, that goes to the original worms)
I'm making a game this weekend, an interesting idea. Basically you have a bunch of objects trying to get to the other side of the screen and you have to stop them. You lose a life if you get hit (10 lives) and you have unlimited mines (with a cooldown) with powerups like gravity mine and teleport it'll be pretty cool!