The Forge Archives

Archive => Indie Game Design => Topic started by: philreed on June 29, 2004, 04:57:00 PM



Title: New 24-Hour Games
Post by: philreed on June 29, 2004, 04:57:00 PM
With vs. Monsters Deluxe finished I'm ready to try another 24-hour game. Anyone else up for doing some of these over one weekend in July?


Title: New 24-Hour Games
Post by: Jeph on June 29, 2004, 05:42:28 PM
Sure thing. What happened to that Yahoo group with last year's games on it? It still around?

--Jeff


Title: New 24-Hour Games
Post by: pigames on June 30, 2004, 06:57:39 PM
I'd love to give that a try! I'm sure I can pick an idea out of my head for that.


Title: New 24-Hour Games
Post by: anonymouse on June 30, 2004, 10:53:36 PM
Certainly down with this. The trick is for this reply to be some kind of auto-pilot so I don't immediately start thinking of ideas.. which I will then have to discard to comply with the rules. ;)


Title: New 24-Hour Games
Post by: Crackerjacker on June 30, 2004, 10:57:15 PM
I'll do it.

But which weekend of July?


Title: New 24-Hour Games
Post by: ethan_greer on July 01, 2004, 04:43:45 AM
I'll make no commitments because I really can't - things are too up in the air with real life at the moment... But if I can be involved, I definitely will be.


Title: New 24-Hour Games
Post by: ADGBoss on July 01, 2004, 04:52:18 AM
Yeah I would be down with that.


Sean


Title: New 24-Hour Games
Post by: ethan_greer on July 01, 2004, 04:59:32 AM
Hey Phil,
Just to avoid this becoming a chorus of "present and accounted for," can you give us a run-down of the rules for 24-hour games so those on the fence can make a more informed decision?

Also, I encourage you not to try to set a date based on group consensus. That way lies madness. :) Just pick a weekend and go for it.


Title: New 24-Hour Games
Post by: anonymouse on July 01, 2004, 01:52:01 PM
For the curious, this is the original thread (http://www.indie-rpgs.com/viewtopic.php?t=5951&highlight=24hour) from last year.

In summary:

You've got 24 hours to design a complete game. You cannot use any system/design stuff you've come up with before, ever; we start the clock, you start wracking your brain for a game idea, and then try and get it done. "Complete" is determined solely by each individual designer and their personal standards.

..and that's it. Unless I forgot something...


Title: New 24-Hour Games
Post by: Eero Tuovinen on July 01, 2004, 02:06:41 PM
Let me tell you what personally bothers me in this challenge: nobody seems to acknowledge the difference between going into it with a readymade inspiration as opposed to a complete blank. I find the former almost trivial (I frequently write a first draft of a game in half that time when inspired) while the latter is altogether another matter.

I seem to remember that last time these were done people tended to wait around until they got an idea and started their designing (and the clock) then. Of course it's no skin off my nose, but I'd find that distasteful myself; the exercise is supposed to be about forced creativity, not forced typing. Anyway, it seems that I've too much gamesmanship in me to really like something this vague. Or I'm just too confident in my ability to get my blood to boil for this.


Title: New 24-Hour Games
Post by: philreed on July 01, 2004, 02:25:07 PM
Yes, the plan is to create and release -- in 24 hours -- a 24-page game. You're on your honor not to use any existing ideas or designs; the goal of the project is to see just what you're capable of in a tight deadline.

It was a great creative exercise for me last year and I'm happy to say I just released the Deluxe version of vs. Monsters in PDF. And tomorrow I start taking pre-orders for the print version (including the boxed set).

As of now, I have some big projects through July 15 or so. I'm thinking the weekend of the 17-18 may be good.


Title: New 24-Hour Games
Post by: sirogit on July 02, 2004, 06:53:39 AM
Hey, this sounds pretty cool.

Did you really mean the bit about the game being 24 pages long? I've never written much that long.


Title: New 24-Hour Games
Post by: philreed on July 02, 2004, 06:59:26 AM
Quote from: sirogit
Hey, this sounds pretty cool.

Did you really mean the bit about the game being 24 pages long? I've never written much that long.


Yep. That's part of why I considered vs. Monsters to be a failure last year -- the PDF was only 20-pages long.


Title: New 24-Hour Games
Post by: Jeph on July 02, 2004, 08:08:48 AM
I don't think anyone actually made the full 24 pages. Yee Olde West was 9, Vespertine was 19, Sunrise was 16, Pace was 18, Criminal Element was 12... hell, I think Vs. Monsters might have been the longest. And it was certainly the prettiest.

This year I'll be formatting mine for A5. That should help. :D
--Jeff


Title: New 24-Hour Games
Post by: Lxndr on July 02, 2004, 08:15:30 AM
How extreme and fixated is this "no previous ideas" thing?  I mean, if I've done a game using dice pools before, does that mean no dice pools?  If I've done a game using a roll-under-TN system, does that mean no TN-under-rolling?  does this apply to games we've seen?  What if I realize halfway through that, wait, I once briefly flirted with the idea of basing a game on fhqhwgads, but forgot about it until just now... does that invalidate my work?

I can't seem to find much in the other thread addressing this question.


Title: New 24-Hour Games
Post by: philreed on July 02, 2004, 08:20:11 AM
Quote from: Lxndr
How extreme and fixated is this "no previous ideas" thing?  I mean, if I've done a game using dice pools before, does that mean no dice pools?  If I've done a game using a roll-under-TN system, does that mean no TN-under-rolling?  does this apply to games we've seen?  What if I realize halfway through that, wait, I once briefly flirted with the idea of basing a game on fhqhwgads, but forgot about it until just now... does that invalidate my work?

I can't seem to find much in the other thread addressing this question.


You're worrying too much. Just use your gut instinct. When I put together vs. Monsters I used a card system even though I'd tried putting together a card system before.

The most important thing is to exercise your creativity. The rules are more guidelines than anything and the entire exercise is a personal one. You do what you have to in order to feel comfortable with your creation.


Title: New 24-Hour Games
Post by: Brett M. Bernstein on July 02, 2004, 08:53:44 AM
24 pages is a lot of content! You really need to buckle down and work straight through.

You could always use a 24 point font :)

Are there links for the other attempts from last year? I've only seen Vs. Monsters and Pace. I'm curious about the others.


Title: New 24-Hour Games
Post by: Drew Stevens on July 02, 2004, 09:08:37 AM
Sounds interesting.

I think I'll kill myself and give this a shot. :)


Title: New 24-Hour Games
Post by: Andy Kitkowski on July 02, 2004, 09:40:53 AM
I'm in, for real.  As long as it's ANY weekend in July other than 24-25th. I've got to run a con that weekend.

-Andy


Title: New 24-Hour Games
Post by: JamesSterrett on July 02, 2004, 09:44:14 AM
Does the contest work well as "choose a 24 hour period in this fortnight", which would leave a great deal more flexibility for people to join in?


Title: New 24-Hour Games
Post by: Brett M. Bernstein on July 02, 2004, 12:26:16 PM
I take it there's no theme we need to stick to - do whatever you want?


Title: Change
Post by: Tony Irwin on July 02, 2004, 12:30:20 PM
Sounds really exciting for the participants - but I thought that when this was started the objective was to finish a game in 24 hours? Particularly those games that have been kicking around half finished in your paper file or hard drive somewhere. That seemed like a fun challenge but also something that's extremely worthwhile. When did the emphasis change? (or am I thinking of another game-design endeavour people did?)


Title: New 24-Hour Games
Post by: Big Simon on July 02, 2004, 12:35:06 PM
I've tried similar things a couple times, but never did finish (usually because other things in my life needed my attention).  Having a pre-defined date to do this would work, though.  I might just join you.


Title: Re: Change
Post by: philreed on July 02, 2004, 05:13:26 PM
Quote from: Tony Irwin
Sounds really exciting for the participants - but I thought that when this was started the objective was to finish a game in 24 hours? Particularly those games that have been kicking around half finished in your paper file or hard drive somewhere. That seemed like a fun challenge but also something that's extremely worthwhile. When did the emphasis change? (or am I thinking of another game-design endeavour people did?)


See this thread from last year.

http://www.indie-rpgs.com/viewtopic.php?t=5951&highlight=


Title: New 24-Hour Games
Post by: Jeph on July 02, 2004, 06:47:38 PM
Quote from: Brett M. Bernstein
Are there links for the other attempts from last year? I've only seen Vs. Monsters and Pace. I'm curious about the others.


Turns out the Yahoo! group (http://games.groups.yahoo.com/group/24HourGames/files/) still exists, and it has most of the games linked to in the Files section.

--Jeff


Title: New 24-Hour Games
Post by: Brett M. Bernstein on July 03, 2004, 02:33:36 AM
Quote from: Jeph
Turns out the Yahoo! group (http://games.groups.yahoo.com/group/24HourGames/files/) still exists, and it has most of the games linked to in the Files section.


Cool. Thanks.


Title: New 24-Hour Games
Post by: Drew Stevens on July 04, 2004, 06:16:35 AM
So.  Do we have a date set for this madness? :)


Title: New 24-Hour Games
Post by: anonymouse on July 04, 2004, 02:22:17 PM
I think the way we ran it last time was we set aside a weekend: at some point in that time, you declared your start-time and your end-time was 24 hours after that.

So.. how about 9th, 10th, and 11th as '24-Hour Game Weekend'?


Title: New 24-Hour Games
Post by: Big Simon on July 04, 2004, 09:22:33 PM
That weekend wouldn't work for me, as it's the last weekend I have my kids for a month, and we have alot of family things planned.

The next weekend would be better... but that's just my vote.


Title: New 24-Hour Games
Post by: Jonathan Walton on July 05, 2004, 12:15:45 PM
Quote from: philreed
As of now, I have some big projects through July 15 or so. I'm thinking the weekend of the 17-18 may be good.


This is what Phil suggested earlier, which, since it's a fair ways off, sounds better to me.  Better to reserve something in advance.  

However, it's always been the case with 24-hour games that people are welcome to start whenever they like, before or after the general date, as their schedules demand.  Just try to aim somewhere around there, so we can all enjoy the finished projects at around the same time.  Just my 2 cents.


Title: New 24-Hour Games
Post by: philreed on July 06, 2004, 05:05:17 AM
Okay, let's kill this thread. There will be an announcement in the next week or so that gives complete details and a schedule (I'm looking at creating a two-week window of opportunity for this round of 24-hour games).

Thanks for the interest, guys! I hope a lot of you try this out.


Title: New 24-Hour Games
Post by: Jeph on July 06, 2004, 01:32:41 PM
Uh, oops. I started mine before I saw your post, Phil, and hey, inspiration struck when I had some free time, so I ran with it. Beginning on 4:00 PM one Tuesday, July 6th; ending at 4:00 PM on Wednesday, July 7th. Title: Once Upon a Time and Long Ago. A game with which the players look back at their childhoods through a darkly fantastical lense.

--Jeff


Title: New 24-Hour Games
Post by: Jeph on July 07, 2004, 08:53:02 AM
Hey guys,

Finished. 24 pages in 21 hours. Unfortunately...

It's 50 MB. Probably because of the way I put the background in, because I don't know shit about formatting. Is there any way to change the resolution of a .pdf file so that it isn't quite so... grotesquely huge?

Thanks,
--Jeff


Title: New 24-Hour Games
Post by: Jeph on July 07, 2004, 10:18:28 AM
Nevermind. Got it down to 1 MB. Pick it up here (http://home.mindspring.com/~jeph88/sitebuildercontent/sitebuilderfiles/uponatime24.pdf).


Title: New 24-Hour Games
Post by: C. Edwards on July 07, 2004, 12:34:06 PM
Hey Jeph,

Just a heads up. The link only works if you Save the document. It may just be me, but using Open results in a file not found error.

-Chris


Title: New 24-Hour Games
Post by: Big Simon on July 07, 2004, 12:55:39 PM
Both ways worked for me...


Title: New 24-Hour Games
Post by: Big Simon on July 09, 2004, 04:51:42 PM
Okay... I've looked through Once Upon a Time and Far Away and have to say that you've done a good job, Jeph.  I'm going to playtest it with my beautiful little princess and dashing princes and see where it goes.  *grin*


Title: New 24-Hour Games
Post by: Andy Kitkowski on July 11, 2004, 08:42:40 PM
While Phil is pulling together an announcement thread, I just wanted to post my little PR about the new 24 Hour RPG site:

---------------

Hey all, Thanks to a little inspiration, and some guidance from Phil Reed, I've gone ahead and developed a simple 24 Hour RPG site.  

I'd like that site to be a storehouse for the 24 Hour RPG project, including being the "face" of the project (ie listing news items, future 24 hour RPG dates, etc), hosting the files created for the event, and listings for the various designers who participated.

In a few days I'll have a "Designer Listing" (like an "About the Author") for for the previous and current designers to fill out.  In the meantime, I'm hunting for the following:

1) Permission to link to or post previous submissions.  If so, please fill out the "Submit!" form at my site and either submit your game directly, else post the URL of the place where I can find it.  All the people who submit their game will later (in a week or so) receive a form to fill out to be your "Designer Listing". I'll also be asking for a pic that I can use (size max 250 pixels on longest size- else submit anything and I'll resize it for you), so now's your chance to hunt for that One Pic that makes you look good (or feel free to submit anything as your profile pic).

2) Support, in the form of people with server space that wouldn't mind acting as mirrors to help me save bandwidth.  I don't mind funding the site and domain name, but if bandwidth is going to be a killer, I'll be... disappointed... if I can't pull in enough Paypal donations or server mirrors to keep the project going.

That's about it.  The site can be found at www.24hourrpg.com , and in a few days "vs Monsters" will be listed.

Thanks for your time!


Title: New 24-Hour Games
Post by: timfire on July 12, 2004, 06:28:04 AM
Is it neccessary to 'sign-up' before hand, or can we just submit a finished game at the designated time?

BTW, this is me saying I'll probably participate.


Title: New 24-Hour Games
Post by: Andy Kitkowski on July 12, 2004, 07:10:05 AM
Quote from: timfire
Is it neccessary to 'sign-up' before hand, or can we just submit a finished game at the designated time?

BTW, this is me saying I'll probably participate.


Phil's gonna set a date (or, as he indicated above, a "date range").  Feel free to just participate. No sign up.  See Jeph, above.


Title: New 24-Hour Games
Post by: Crackerjacker on July 12, 2004, 07:26:47 PM
Is our entry still eligible if it's not in pdf format?


Title: New 24-Hour Games
Post by: Andy Kitkowski on July 12, 2004, 07:36:06 PM
Quote from: Crackerjacker
Is our entry still eligible if it's not in pdf format?


Yep.  However, join the email list, I'm sure that you'll be able to find someone willing to take your DOC and convert it to PDF. For security reasons, I'd only like to post PDF at my site (instead of DOC). But a bundle of HTML would be acceptible, too, if a little unweildy..


Title: Just under the wire...
Post by: jdrakeh on August 02, 2004, 11:23:40 PM
I posted my 2004 entry on 08-02 at 11:52 PM PST. For some reason I can't post a message to the Yahoo group, though (!@#@#! Yahoo), so I'm posting here. The reason for the late submission is two-fold:

A. I'm lazy and like to procrastinate.
B. Corel makes a really shitty word processor that caused by whole PC to crash around 9:45 PM PST.

Conisdering B, I don't think that my submission (Roguelike) turned out all that bad (though when I was recovering the file from Corel Hell, I did lose two pieces of clipart). I'll upload the completely restored file to my site (Miscellaneous Debris) as soon as I finish rebuilding it.

On the plus side I've learned that Corel isn't built for procrastination.