Re:GitHub's Game Off is back
by badloginagain on Friday March 13, 2015 @02:40PM
(#9199029)
This has some amazing potential this year- Unity 5 free, Unreal 4 free, Source 2 just released. I've been playing with a FTL-like prototype in Unity for the past couple weeks, it's been surprisingly easy. It's a brilliant time to be a game developer.
Re:GitHub's Game Off is back
by mbel on Friday March 13, 2015 @03:22PM
(#9199370)
> It's a brilliant time to be a game developer.
From technological perspective of course, it have never been easier. On the other hand since everybody [0] can now create a game the competition between game developers is much stronger, which is arguably a good thing for gamers, but not necessarily for developers. Also from consumer point of view signal to noise ratio will probably get worse (many inexperienced designer flooding marked with their first games etc.).
So it's easier to develop but harder to get noticed.
Also: good luck with your game!
[0] this is a slight hyperbole, there is still so much to do even when you have the engine up and running.
Re:GitHub's Game Off is back
by Omnus on Friday March 13, 2015 @05:39PM
(#9200266)
It's sort of a double edged sword isn't it? You're right, the space is saturated with developers and games, but on the other hand, interest in indie games is at an all time high. I'm not sure it's true that it's harder to "get noticed" now than, say, 10 years ago. There were fewer games back then, but there were also fewer gamers interested in playing indies.
Re:GitHub's Game Off is back
by MaulingMonkey on Friday March 13, 2015 @09:19PM
(#9201148)
> From technological perspective of course, it have never been easier. On the other hand since everybody [0] can now create a game the competition between game developers is much stronger, which is arguably a good thing for gamers, but not necessarily for developers. Also from consumer point of view signal to noise ratio will probably get worse (many inexperienced designer flooding marked with their first games etc.).
This isn't the first time the games industry has seen a flood of games and it won't be the last. I suspect the bar to attract consumer interest will rise, and things will return to how they once were - with the ease of development being supplanted by the difficulties of the new quality bars. As curation catches up to the rest of the industry (or we see another crash and the flood abates) the S/N ratio will improve back towards old levels - if you follow the right channels.
The size of large game studios, to the best of my knowledge, has never been bigger than now. The size of the market, when everyone has a smartphone in their pocket, has never been bigger than now. Entirely new markets (first mobile, now VR) are opening up. Devs are doing OK at least.
I'd say the sheer enormity required to develop AAA titles might make it hard for e.g. the next John Carmack to make their millions on their own, but Minecraft selling for $2.5B pokes... at least a few holes in that theory.
Re:GitHub's Game Off is back
by z3t4 on Friday March 13, 2015 @02:56PM
(#9199159)
It's a bit weird what's qualified as a browser based game now a days. For me it's still CGI/Perl/PHP and maybe some JS. :P
You barely see those kind of games any more. Now it's mainly plugins and it makes me a bit sad. Why does it Need to run in the browser? What's the point with the browser if you are gonna use plugins anyway? Why not make a "native" game instead!?
Re:GitHub's Game Off is back
by derefr on Friday March 13, 2015 @03:23PM
(#9199386)
The better way to think of these is "zero-install URL-specified games". If there ever gets to be a standard for "ephemeral sandboxed apps launchable from URLs" (like the latest Chrome offers for Chrome Apps) then expect to see people stop caring about the term "web games" (or "web apps", for that matter) very quickly.
Re:GitHub's Game Off is back
by z3t4 on Saturday March 14, 2015 @07:43AM
(#9202279)
> "ephemeral sandboxed apps launchable from URLs"
That's where we must eventually head in the future. Too bad we are light-years away. We probably have to re-design the PC from scratch to be able to do that.
There's a reason why browsers don't offer the same functionality that "plugins" do. And that's because of security. With "plugins", you are not any more secure then if you would download and run an executable.
Considering how the freeware market looks today, when even companies like Oracle and Adobe package their free apps with crapware ... And corporations like Google and Facebook monetizing private data ...
There's more reasons then ever to be concerned about security.
Re:GitHub's Game Off is back
by shurcooL on Friday March 13, 2015 @03:37PM
(#9199475)
It's possible to run traditionally desktop games that use OpenGL by compiling them to JavaScript.
As an example, here's a port of an old C++ game to Go which I am able to have running in the browser [1]. It's a multiplayer game too. (The port is not finished.)
> Why not make a "native" game instead!?
It's a lot easier to judge/try games if they run in the browser. For example, try this terrain demo [2] which runs in the browser. One click, and you're experiencing it. If you had to run the native version, it'd be more hassle/work.
Re:GitHub's Game Off is back
by moron4hire on Friday March 13, 2015 @03:48PM
(#9199542)
The web is a deployment platform. It (theoretically) makes it easier to get one set of code to run for more types of users. That's all.
And it's not like there is limited space on the internet. One type of browser-based game isn't going to displace other types of browser-based games any more than, say, console games would.
Re:GitHub's Game Off is back
by s73v3r on Friday March 13, 2015 @04:21PM
(#9199761)
Same thing as with any SaaS offering: The plugins are usually multipurpose, and so a lot of users, especially those who enjoy playing games, likely already have them. And I can make updates to the game without the user having to download a patch, so I can ensure that all users are playing the same version of the game.
Re:GitHub's Game Off is back
by pkuki on Sunday March 15, 2015 @08:50AM
(#9206296)
Also for GGO 2012 you can view entrants here: http://pkukielka.github.io/ggo12-viewer/ (disclaimer: viewer was done by me). If I remember correctly someone forked my code and did the same for 2013 edition.
Re:GitHub's Game Off is back
by ryanthejuggler on Friday March 13, 2015 @03:05PM
(#9199236)
So, is it required that you start with an existing project? It seems to me that the only requirement explicitly listed is that it needs to be playable in a browser.
Re:GitHub's Game Off is back
by shurcooL on Friday March 13, 2015 @05:28PM
(#9200199)
I would call that very suggestive, not explicit.
> Take an existing game or game jam entry on GitHub, fork it and do something awesome with it.
Consider the edge cases:
What if you can't fork it because you've already forked it 5 months ago (but made 0 commits on your fork)? This is probably okay, right? If not, you could delete your existing fork and fork again.
What if you can't fork it because you have an unrelated repo with the exact same name already? This is also okay, right?
What if you can't fork it because it's your own repo and you don't need to fork it? This is not okay? Or is it okay? No clear answer.
There are times where it helps to have explicit rules/conditions.
Re:GitHub's Game Off is back
by ffn on Friday March 13, 2015 @08:35PM
(#9201007)
If you really don't want to fork someone else's existing repo, want to participate, but can't violate rules, you could always start a project on your account, do a ton of work on it, then start an organization, and have that organization fork your own repo. But honestly, I'm pretty sure github cares more that you wind up with an interesting and fun game at the end of the day rather than you following to the letter about what to fork and not fork.
Re:GitHub's Game Off is back
by javajosh on Friday March 13, 2015 @01:49PM
(#9198536)
That's a pretty bad title. Could mean anything. How about taking the first phrase in the article "GitHub's Game Off is Back". Maybe add an exclamation point.
It's a cool thing to build games for the browser and I'd like to see it get more HN attention.
Also, fork me! https://github.com/JerkyTreats/SpaceshipPrototype
So it's easier to develop but harder to get noticed.
Also: good luck with your game!
[0] this is a slight hyperbole, there is still so much to do even when you have the engine up and running.
This isn't the first time the games industry has seen a flood of games and it won't be the last. I suspect the bar to attract consumer interest will rise, and things will return to how they once were - with the ease of development being supplanted by the difficulties of the new quality bars. As curation catches up to the rest of the industry (or we see another crash and the flood abates) the S/N ratio will improve back towards old levels - if you follow the right channels.
The size of large game studios, to the best of my knowledge, has never been bigger than now. The size of the market, when everyone has a smartphone in their pocket, has never been bigger than now. Entirely new markets (first mobile, now VR) are opening up. Devs are doing OK at least.
I'd say the sheer enormity required to develop AAA titles might make it hard for e.g. the next John Carmack to make their millions on their own, but Minecraft selling for $2.5B pokes... at least a few holes in that theory.
[0] http://blog.mozilla.org/press/2015/03/unity-5-ships-and-brin...
[1] https://blog.mozilla.org/blog/2015/02/24/unreal-engine-4-7-b...
It just performs better in Firefox at the moment due to better support.
That's where we must eventually head in the future. Too bad we are light-years away. We probably have to re-design the PC from scratch to be able to do that.
There's a reason why browsers don't offer the same functionality that "plugins" do. And that's because of security. With "plugins", you are not any more secure then if you would download and run an executable.
Considering how the freeware market looks today, when even companies like Oracle and Adobe package their free apps with crapware ... And corporations like Google and Facebook monetizing private data ... There's more reasons then ever to be concerned about security.
As an example, here's a port of an old C++ game to Go which I am able to have running in the browser [1]. It's a multiplayer game too. (The port is not finished.)
It's a lot easier to judge/try games if they run in the browser. For example, try this terrain demo [2] which runs in the browser. One click, and you're experiencing it. If you had to run the native version, it'd be more hassle/work.[1] https://github.com/shurcooL/eX0/commit/7ba48d00cfd143bca2e56...
[2] http://dmitri.shuralyov.com/projects/Terrain-Demo/index.html
And it's not like there is limited space on the internet. One type of browser-based game isn't going to displace other types of browser-based games any more than, say, console games would.
It might be a quick win for adding a social aspect to existing Unity projects.
[Edit] oops I jumped straight to one of the game lists and didn't see the web-only restriction. In that case, PouchDB. :)
Update: Oh cool, this year they finally made a list of everyone who one in the past. https://github.com/showcases/game-off-winners
I wish they put together a blog post on why they won.
> Take an existing game or game jam entry on GitHub, fork it and do something awesome with it.
> Take a look at the following resources to see if there's one you'd be intersted in forking....
> Once you've found a game repository, fork it...
> Make sure your code is pushed to the default branch of your forked repository...
And, on the submission form, talking about your Readme file:
> Mention the Game Off, what changes you made, who was on your team, what technologies you used, throw in a screenshot, etc.
I dunno, all that seems pretty explicit to me.
What if you can't fork it because you've already forked it 5 months ago (but made 0 commits on your fork)? This is probably okay, right? If not, you could delete your existing fork and fork again.
What if you can't fork it because you have an unrelated repo with the exact same name already? This is also okay, right?
What if you can't fork it because it's your own repo and you don't need to fork it? This is not okay? Or is it okay? No clear answer.
There are times where it helps to have explicit rules/conditions.
This is just a "just for fun, do something cool by forking something that already exists and we'll show off the best."
Relax, have fun, make a cool game.
It's a cool thing to build games for the browser and I'd like to see it get more HN attention.
That's one hell of a restriction.