GitHub's Game Off is back
github.com
github.com
Also, fork me! https://github.com/JerkyTreats/SpaceshipPrototype
[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.)
> 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.[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'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.
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.
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.
> ...13:37pm PDT.> 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.
> 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.
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.