Game for a day
by Joshua Dallman · in Game Design and Creative Issues · 05/13/2005 (5:49 pm) · 5 replies
Imagine working on a game for 24 hours -- art code, sound, whatever -- then passing it onto someone else and never seeing it again. That person then has 24 hours to work on it or modify it (but not delete significant portions, as determined by a moderator) before passing it on to another person. It's like GID but with a twist -- the game gets passed onto someone else, but no one person can touch it more than once. Imagine the wacko cool experimental game you could end up with after a project like that! Comments?
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#2
05/13/2005 (6:20 pm)
Hmm. Weird idea. I think that 24 hours is far too much of a time investment for something like that. Perhaps it would work with 1 - 2 hours per person. Dont know ... maybe it will sound better after its had time to simmer.
#3
05/13/2005 (8:07 pm)
1-2 hours? You can barely write working support code with that timeframe.
#4
05/13/2005 (8:10 pm)
I think the biggest problem with this would be: What programming language will this be in? C++? C#? DarkBasic? Other then that, sounds like a GRAND idea! :D
#5
It might be more realistic to try it between pairs of people, GID A'ers start something and GID B'ers (the unlucky ones) get to finish. Or if you have N people involved, you could have N projects all being swapped about so noone is ever waiting.
I honestly think with the wide degree of styles/toolsets/talents it'd be tough to pull off... but I hear you're good at organizing things. =)
05/13/2005 (8:34 pm)
It's a neat idea, kind of like those collaborative stories where everyone adds a paragraph at a time. The biggest problem I see is actually getting it off to the next person in a decent amount of time, given real world interruptions etc. Depending on the number of people involved it could take months to complete or just fizzle out as an incomplete project.It might be more realistic to try it between pairs of people, GID A'ers start something and GID B'ers (the unlucky ones) get to finish. Or if you have N people involved, you could have N projects all being swapped about so noone is ever waiting.
I honestly think with the wide degree of styles/toolsets/talents it'd be tough to pull off... but I hear you're good at organizing things. =)
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