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hugs's picture

you have to find the wallet

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Game File: 

POST-GDC BUGFIX: due to a slight oversight, the wallet wasn't actually placed in the play area and as such the game was unwinnable. this should now be fixed.

and uh, make sure you've cleared a little space around it.

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Johny L.'s picture

The Plot-o-Tron Crappyfest!

Fri, Apr 24 2015 10:00 AM
04/24/2015 - 10:00
04/28/2015 - 12:00
Etc/GMT-7

I stumbled across a hilarious plot generator named "Really Random Plot-o-Tron", and this might be a hilarious idea for this event, so i decided to make a event with the purpose of using this theme.

BRING FORTH THE BUNNY AND MAKE SOME GAMES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

I forgot to put the link: http://www.springhole.net/writing_roleplaying_randomators/plototron.htm


Games made for The Plot-o-Tron Crappyfest!

SpindleyQ's picture

Putt-Putt Saves The Stew

puttputtscreen.jpg
Author: 
Eric Penner

So this is an adventure game designed entirely by my 4.5 year old son Eric.

He was playing a lot of Putt-Putt Saves The Zoo at the time. He started joking about Putt-Putt having to save other rhyming things (we do a lot of dumb punning), and we started talking about what Putt-Putt Saves The Stew would be like, and pretty soon we had agreed to set aside a big chunk of a Saturday actually making it.

I tried as much as possible to let him design everything without my input; my job was just to find out what his vision was and turn it into reality. We started by writing a little design document (spoilers!), where we hashed out what the central conflict was, and who the characters are, and what the puzzles would be.

Next we worked out the details of the geography of the game by drawing a map (spoilers!); I started drawing a few squares and linking them together, but pretty soon he got the idea and insisted on taking over.

Then we split up while he drew a bunch of art, and I started getting familiar with Adventure Game Studio.

Once I had a skeleton of the game in place, including scanning and putting in all of his artwork, we started to write and record dialogue. Basically, for all of the situations I could think of, I just asked him what he thought should happen, and I coded it up as we went.

Hints / Tidbits / Easter Eggs:
You can steal baby vegetables back from their parents by using the key on them. I thought this was a bug, Eric thought it was hilarious and made me keep it in.

There is only one ending, at his insistence. It is morbid.

Nobody has kidnapped the baby vegetables. There is no antagonist. They were just out walking and accidentally wandered into the cages and the doors locked behind them. Eric wanted to make it so that if you saved them, they would wander away, find their way back to the cages and get trapped again, but that was never implemented.

The thing that you start with in the inventory is your trusty dog Pep, who shows up in every Putt-Putt game and is mostly useless. Here he continues the tradition. There's only one thing you can do with him, on the first screen.

We recorded music, but it's not integrated into the game. Maybe I'll upload some, or we'll release a 1.1 with a title screen or something. Dunno. I get the feeling Eric's kind of tired of working on the game, and I don't want to push him if he's not enjoying the process.

EDIT: Mac port added.

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AttachmentSize
map.jpg59.32 KB
puttputtdesign.jpg45.9 KB
Putt-Putt Saves The Stew (MacOS X).zip32.27 MB

Why is "The Reagan Years" about the Reagan Years?

Some notes about how I decided to restrict (for the moment) the scope of my game to the point of view of USA in the 1980′s.

Historical data VS historical process

In his book about Balance of Power, Chris Crawford states that “data is not the main element in realism - process is. […] The actual amount of GNP of Ghana is less important, for the purposes of a game on geopolitics, than the manner in which GNP changes with time”. Crawford’s game is all about depicting the global mechanics of superpower competition in the cold war era. He mainly intends to make a point about the dangers of warmongering, taking a pacifist stance that he feels is needed in the context of the 80′s.

The opposition drawn by Crawford between data (historical facts at time T) and processes (dynamics applied to this data) is problematic when we come to terms with its practical applications in game design. Since he is not aware of the imminence of the USSR collapse, Crawford sets up a game running from 1985 (the then-present time) to 1997. He makes the statement that “the principles [of geopolitical interaction] have not changed fundamentally since the introduction of the nuclear-tipped ICBM”. This also leads him to claim that his game system could relevantly depict former periods of the cold war, for example the 60′s. According to him, to do this, only the data would need to be adapted, while the game’s processes would stay relevant.

Cautiously restricting my game’s historical scope

When I started developing Reagan Years, I intended to create a modern version of Balance of Power, introducing only minor changes in the game’s data and in the user interface. I immediately realized that the historical scope of the game would need to be redefined. It would be odd for a modern game to depict a USA-vs-USSR competition running till 1997. I therefore started to consider other relevant periods of the cold war. However, going through this preliminary process of selection has led me to question Crawford’s assumptions on the permanence of geopolitical principles through the entire 1945-1990 period.

Here are some of the questions I ask myself at this stage: isn’t Balance Of Power a reflection on the USA international policies during the 80′s, rather than a depiction of global dynamics for a near-50 years period ? Is it historically relevant to consider that USA and USSR geopolitical points of view were symetrically opposed, like those of two chess players? Had this game been designed in USSR during the 80′s, what kind of global dynamics would it have depicted? And if today’s mainstream depictions of this era are all about USSR-USA competition, is it because the accuracy of such a model, or merely because history is written by powerful dominant powers?

It will take a lot of research and thinking before I finally adopt a satisfying stance on these questions and find a way to reflect this stance in my game’s design. Meanwhile, it seems safer to restrict the scope on which the historical principles of my game apply. Therefore, I have decided that the game will only depict the years of Ronald Reagan presidency (1981-1989), and that it will only depict the point of view of the USA. This will apply until I have the safe feeling that my game’s dynamics can relevantly apply to other countries and eras.

The Castle of The Worm Legends

cwl.jpg
Game File: 

This is the first game I made using Twine so it doesn't use any fancy customization or scripts. After thinking for a little while about the videogamena.me title "The Castle of the Worm Legends", I thought I would make something about stories invented by kids. As I wrote it, it assumed a grim tone that wasn't quite planned.

The .zip file includes the twine source and the generated HTML to play.

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My blog

Hello.

My name is Jon Prime. That's not my Real Name, but that's my Internet Name.

I like games and writing.

Message me if you want.

Kate B's picture

Ghost The Party

gtp1.png

I've been wandering around aimlessly lately... it led to this idea, "ghost the party"

Sprites courtesy of everythingstaken: https://www.glorioustrainwrecks.com/node/11824

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NightPimmel

shot1.png
Game File: 

Mmmmhhhhmmm... balls.

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