Wolverine Soft 48-Hour
Game Development Contest 3
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The theme is "in your dreams"
You can include this theme in any manner, form, or sense of the word that you wish. Just make sure you are able to explain how your game relates to the theme.
Results
1st Place - Dreamcatch by Hayden Cacace, Justin Shaler, Vishnu Desaraju (and music by Tim Chambers) for PC
2nd Place - Sleepkeeper by Andrew Pinson, Keenan Patterson, and Scott Wolchok for PC
3rd Place - The Sandman Defends Sandland from the Monkey Horde of Doom by Jason Eaton, Paul Skowronek, and Daniel Rice for PC
4th Place - Lucid Dreams - The Struggle to Awaken by Mitchell Bloch, John Treumuth, and Chris Fosdick for PC
5th Place - Michigan Beirut by Scott Goldman for Game Boy Advance
6th Place - Dream On by BJ Bauman, Chris Boguslawski, and Bryan DeGrendel for PC (and whatever else Java runs on)
Schedule
WHEN: November 4, 2005 -- 7:00:00 pm EST
WHERE: Windows Classrooms 1 & 2, 3rd Floor, Duderstadt Center, North Campus
WHO: Contest is open to all current University of Michigan students,
and current Wolverine Soft members
WHY: Fun, Fame, Fabulous Prizes!
Supplemental Activities
- October 31, 2005 -- 7:00:00 pm EST - Pre-Contest Workshop (Wolverine Soft 101), Windows Classrooms 1 & 2, Duderstadt Center.
Learn some tips to designing and building a game in 48-hours, learn the basics of using DX framework to make a game, get familiar with the software loadset, pre-register, ask questions, etc. - November 6, 2005 -- 7:00:00 pm EST - Judging and Award Ceremony 3rd Floor Media Union.
Registration, Suggestions and Questions
email: wsoft-contest AT umich DOT edu
Contest Rules
Rules are subject to change. (especially lists of allowed libraries and platforms.)
Contest Coordinators will have final say in all disputes.
Theme
A theme will be announced at the beginning of the contest. Contest participants must incorporate this theme into their games and will be scored on how well they accomplish this. Entries which do not incorporate the theme as a central part of development will be disqualified. Contest Coordinators will be available to consult on theme usage.
Participants
Contest is open to all current University of Michigan students, and current Wolverine Soft members, with the exception of the Contest Coordinators. You do not have to know how to program computers; we strongly urge artists and musicians to enter. Those who wish to participate are urged to pre-register.
Registration
All entrants must register with the Wolverine Soft Contest Coordinators before they can enter the contest. Registration is open from now until the end of the competition. You may register with a coordinator onsite during the contest, however participants are urged to pre-register. To pre-register, send an email to wsoft-contest AT umich DOT edu with the following information:
- Name:
- Uniquename:
- Email:
- Skills:(Be specific! e.g. DirectX, SDL, 3D Modeling & Animation, any pertinent classes you have taken, etc.)
- Number of Years Programming:
- Number of Games or Game-related Projects Created:
- Teammate: (Optional. You may include one teammate only. Make sure your teammate includes you in his/her registration as well.)
- Please indicate whether you would like the contest coordinators to assign you to a team, or whether you will be entering as an individual.
Please be as accurate as possible. Also, feel free to include any libraries or platforms that you would like to submit for approval (see lists below).
Teams
The size of teams may range from 1 to 3.
Coordinators will help create teams for individuals who want to work in a
team, but did not pre-register with a teammate.
Individual entrants inexperienced at game development may choose to be
assigned to existing teams by the Contest Coordinators. The Contest
Coordinators will decide if an individual is "inexperienced".
Frequently Asked Questions
"Do I have to be present the entire 48-hours?"
No. You only have to create your code and artwork on-site. Feel free
to go home to sleep, shower, eat, etc.
"I'm an artist and/or musician, can I still enter?"
Yes! We are definitely looking for artists and muscians. The best
thing about video games is how they are such a convergence of so
many different aspects--art, science, technology, music, creativity and entertainment--
and we're really trying to promote that
during the contest. Hence, all of these aspects will be considered
as part of the overall game evaluation.
"I would like to work on a team, but I don't have a team. What
should I do?"
No problem! Just let us know that you want to be paired up with someone
when you (pre-)register.
"I don't know how to program games, how can I participate?"
Don't worry! We can put you on a team of veterans, so that you can get some
good experience and guidance. Think "Lead/Assistant Programmer" paradigm from
The Mythical Man Month.
"What software do the Media Union machines have?"
PC Training Rooms
Advanced Graphics Room
Onsite Development
All programming and art must be created onsite, during the 48-hour period.
Music that is developed during the 48-hour period can be produced and
recorded off-site. Participants may bring in laptops, desktops, consoles,
or any other development environment that they wish.
Participants may attend the pre-contest workshop on Monday to familiarize
themselves with the computers and software available. For more information,
see the "Supplemental Events" section at the top of this page.
Participants must keep a development log as they work on their entry.
This should include development milestones, TODO lists, major design
decisions, etc. A simple text file is sufficient. We need to know what you
were working on when, what you wanted to do but couldn't fit in, what went
right and what went wrong. Keeping this log will also assist you in giving
a post-mortem for your game project. For more information on post-mortems,
see the "Supplemental Events" section at the top of this page.
A dev-log template file is available
here
(right click and "Save As...")
Platforms
Entrants may develop games for any platform they wish, provided that they
can be played in the Duderstadt Center, use approved libraries, and that the platform
is available to all participants for playing (judgment of) their final game.
In the case of a MOD, a copy of the original game must be available to
install. (MAKE SURE THE INSTALLER WORKS ON A CAEN MACHINE, OR MAKE
PLANS WITH THE CONTEST COORDINATORS!)
If you are willing to provide a non-Win32 PC platform (e.g. dev-ready Xboxes,
PS2's, GBA's w/flash cartridges, etc.),
please let us know.
Available Platforms Onsite:
Win32
Mac
Linux
Solaris
HP-UX
Flash
PC Training Room Loadset
Advanced Graphics Classroom Loadset
... (more as wsoft members/contest entrants provide more platforms)
Outside Assets
All code and assets must be created within the 48 hours of the competition,
with the following exceptions. Outside music and sound effects will be
allowed. Copyrighted music may be used as long as the entrants ask for
permission from the copyright holder. They do not have to receive a response
within the 48-hour period, but they must receive permission before we can post
the game on the WSoft website. (If they are unable to receive permission, they
must remove or replace the copyrighted materials.) Sound libraries (outside
sound effects) may be used, as long as they are publicly available, and listed
below.
Publicly available code libraries will be allowed, provided they are approved
by the contest coordinators and listed below. If you have some personal,
general code that you would like to use (e.g. DX or input device initialization
routines, collision or physics routines, etc.) package your code as a library,
and post it on your AFS webspace or send a .zip file to the coordinators for
approval.
Things that will help your library be accepted: clean code, informative comments,
additional documentation, submitted before the contest begins, the more generally
useful code, the better, and make sure it compiles without error!
Remember, it has to be available to everyone else to use.
Submit http links and .zip files of libraries to be approved to
wsoft-contest AT umich DOT edu
Libraries and Engines
General
-
The Zenipex Library - Using SDL, SDL_libraries, Direct3D 9, OpenGL, and lib3ds, it provides a reasonably feature complete cross-platform game development framework. Great for rapid prototyping as well as for long term projects.
Dan Demp's 48 Hour Contest 6 Addon - Offers some additional collision detection and physics support
Andrew Pinson's 48 Hour Contest 6 Addon - Sets up a title state with some buttons
- DX Framework (Engin Engine) / Pre-Contest Workshop DX Framework Demo / Hayden Special Edition / Retro AE
- XNA - The latest and greatest from Microsoft - C# code portable to XBox 360.
- DirectX/Direct3D
- MFC (Microsoft Foundation Classes)
- Quicktime
- Cocoa
- SDL SDL_image SDL_sound SDL_mixer SDL_net SDL_ttf SDL_gfx
- PyGame
- ClanLib
- CDX
- Allegro
- PLIB
- HAAF's GAME ENGINE
Graphics
- OpenGL
- OGRE (3D API)
- Crystal Space (3D API)
- Blender Game Engine (3D API)
- PyOpenGL
- PIL (Python Image Library)
- GapiDraw
- Lightweight Java Game Library (OpenGL/OpenAL wrapped)
- DevIL
- GLUT(OpenGL Utility Toolkit)
- Open Scene Graph(Cross-platform graphics stuff)
- OpenGL Performer(More cross-platfomr graphics stuff)
- Demeter(3D terrain engine)
- libpng(read/write PNGs)
- libmng(read/write Multiple-image Network Graphics)
Audio
- fmod (audio)
- BASS (Audio API)
- DUMB and DUMBOGG (audio)
- OpenAL
- Core Audio (Mac Audio API)
- libmikmod(.mod, .s3m, .it, and .xm library)
Miscellaneous
- Boost (C++ Libraries)
- TinyXML (XML Load/Save API)
- INFORM (Text-adventure engine)
- Adventure Game Studio (graphical adventure game engine ala King's Quest or Monkey Island)
- ODE (physics lib for rigid body dynamics)
Console
- DevKit Advance (GBA)
- HAM (GBA)
Mods of Commercial Games
Submissions
Submissions must be downloadable .zip archives.
Submissions must be under 50 MB. Final product - not including
starting ingredients. (but try to keep them small, don't use uncompressed
audio, use .png's instead of .bmp's, etc.)
Submissions must include a copy of or link to ALL "starting ingredients"
including SDK's, libraries, etc. (a separate .zip file from submission,
or hyperlinks)
Submissions must include an HTML or text info document containing:
- Project name
- Project team members
- Project description
- A paragraph or so describing how the game fits into the theme of the contest
- Project "ingredients list"
- Full credit for any libraries and anything else on the ingredients list
- Project screenshots
- Submissions must be freely redistributable (and will be posted on the Wsoft website)
Submission forms will be available at the event.
Judging
The final game submissions will be judged by a panel selected by the
Wolverine Soft Contest Coordinators.
Additionally, each participant will write down and submit his/her top 3 (not including his/her own) favorite entries.
These votes will be factored into the evaluation.
...more information forthcoming...
Entries will be judged on the following criteria:
- Gameplay
- Visuals
- Audio
- Creativity/Originality
- Polish/Bugs
- Adaption of Theme
Prizes
Prizes will be awarded to participants based on performace, and rest assured that prizes will be 1337er than years past.
Donated by
- Activision
- Electronic Arts
- Pete Knepley
- Microsoft
- Dave Ratti
Contest Coordinator
Mohammad Hussain Dar
email:
wsoft-contest AT umich DOT edu
