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  • 1st PGD Challenge: Simple Controller



    Welcome to the start of the 1st PGD Challenge Mini Competition: Simple Controller! The goal of this challenge is to create a game which uses a simple controller designed with a fixed set of buttons. Pretend that you have just made your own computer-powered console and it's only interface is the controller that you designed. ...or that your annoying friend designed and you have to put up with if you prefer.

    All else is open as long as your games conform to the rules listed below. Enjoy the challenge and good luck to everyone in your entries. Please read the rules of the mini competition below carefully.


    The Rules:

    REGISTRATION: All competitors must register to compete. Unlike the PGD Annual events, we do not need your (real) full name or mailing address, but an email address to be able to contact you and send you any prizes that you win. Though including your (real) full name is highly encouraged. You may register as a team or as an individual. We will ask the team leaders how they want their prizes split in the case of teams' winnings. All this information will be kept private and will not be used for anything other than this competition! ALL teams, without exception, agree to our DISCLAIMER by registering for the competition!

    To register all you must do is include a simple readme file in your submission file. It should contain your name and contact information (email address) and a basic set of instructions on how to play your game. You can include any other information you deem fit with regards to your game as it will be visible to others who try your games after the competition as well.

    PASCAL: All entries must be made using Pascal, Object Pascal, Objective-Pascal or any of the Pascal-based languages available. The most popular of these compiler and IDE tools are Delphi, Lazarus, Delphi Prism, Free Pascal and Cooper. All future use of the term Pascal within these rules are assumed to mean any of the Pascal or Pascal-derived language dialects.

    GENRE: Any! As long as your game matches the gameplay theme, you can work this theme into any kind of game genre of your choosing.

    PLATFORM: The platforms we will be accepting games for this year will be Win32 or Mac OS X. Linux and Win64 ports are highly encouraged, but not all the judges may have these systems. Those that do however may appreciate that you have considered them. All judges will have a Windows and a Mac OS X machine to test and play your games though.

    OPEN SOURCE: We are letting the competitors choose to include source or not. This will allow the games created in this competition and their engines to be used for commercial use by their authors afterwards. The option is yours, but you don't have to include it to compete in this challenge.

    SYSTEM REQUIREMENTS: As always, you will have to design to the judges hardware specs. If they cannot run it, then they cannot score it. See the beginning day announcement for judges hardware and operating system specs.

    Should you be unsure, ask in the PGD forum dedicated for this event. Assigned judges will be happy to answer your questions about system support and what is available to them.

    BONUS POINTS: After you have submitted your entry into the challenge, bonus points may be added to your score should the judge deem you have fulfilled the bonus' intent. These points will be added to your judged scores to go towards your total score.

    FINAL SCORES: After all the final submissions are uploaded the judges will then begin awarding each entry with scores for each of 5 categories; graphics & audio, easy of control, stability & lack of bugs, innovation & creativity and fun factor. Then the bonus points will be added after. Highest score takes first place and so on.

    SUBMISSIONS: You must submit a working executable on or before the challenge deadline. Should a judge not be able to run or finds your game in an unplayable state you may receive NO points from them.

    Each submission will be either a single archive, compressed with a common format(Zip, RAR or GZip), that contains the executable and ALL other required game data and library files that are CLEANLY organized within OR a single installer that will both install and uninstall cleanly.

    The easier it is to setup and run you game on any Mac OS X or Windows system, the happier the judges will be about trying your entry!

    SIZE LIMIT: Due to limited hosting space and the time required to download, there will be a limit to the size of your entries. Your entry may not be larger than 100MB or it will be disqualified.

    3RD PARTY LIBRARIES & API: 3rd party API and libraries are allowed based on availability of Pascal headers for them. The core of your game's engine must still be Pascal.

    3RD PARTY GAME ENGINES: The only 3rd party game engines allowed to be used in your entries are those made from Pascal or Object Pascal sources. Translated from C/C++ to Pascal projects are acceptable. However a significant amount of content including all graphics, dialog, music and sound must be replaced with that of either your own making or that which you are legally allowed to use for your game's release.

    ie. The Quake2Delphi translated version of the engine is allowable. The original untranslated Freespace 2 engine is not.

    INTELLECTUAL PROPERTY: No entry can use any copyright or registered trademark of an intellectual property other than your own without given permission from it's originators. Games not conforming to this guideline will be disqualified and not eligible for prize winnings of any kind.


    Disclaimer:

    DISTRUBUTION: I(We) the party registering for this competition as an individual or as a team, agree to allow the current and any future 'PGD Annual Committee' and PGD Community website organizers the ability to freely distribute any submitted games to the 1st PGD Challenge Mini Competition. This permission also includes the distribution of your final entries on the competition website it self. They would only be used to promote PGD and it's community and not for commercial gain.

    MEDIA DEPICTION & USAGE: The 'PGD Annual Committee' and PGD Community website has full rights to use my entered game for advertising purposes of any future PGD Challenge or PGD Annual events.



    Challenge Goals:

    THEME: This year's theme is Simple Controller. All teams will make a game that player will have to use a simple control scheme. All your game can use is 4 directional buttons and 4 additional buttons to be use as the developers see fit. Thats it! No mouse, analog sticks or other forms of user input than the buttons listed. The idea of this challenge is to come up with interesting gameplay using only a simple design controller.

    BUTTONS: Up, Down, Left, Right, A, B, C and D only!

    BONUSES: You may receive an added 50 bonus points to your end score for each button that is not used.

    START DATE: The competition starts right now; 17th of June, 2011. Start coding today!

    END DATE: The competition ends at midnight of the 10th of July, 2011. This gives you just over 3 weeks to complete your entries and upload it to the FTP server.


    Scoring:

    Each Judge will give a score from 0 to 10 for each of these 5 categories...

    Graphics & Audio = Score x 10
    Easy of Control = Score x 10
    Stability & Lack of Bugs = Score x 10
    Innovation & Creativity = Score x 10
    Fun Factor = Score x 10

    Total Score = ( G&A + EoC + S&LoB + I&C + FF ) x 2 (judges)

    Final Score = Total Score +/- Bonuses


    Max possible Total Score without bonuses is 1000!

    Judges:

    Jason McMillen aka WILL

    System 1) iMac running Mac OS X 10.6.7 (Snow Leopard)*
    CPU: 2.8 GHz Intel Core i7 (Quad Core)
    Memory: 4GB 1067 MHz DDR3
    Graphics: ATI Radeon HD 4850 PCIe x16 512MB VRAM
    Audio: Intel High Definition Audio (Built-in)
    * Windows XP SP3 available via Parallels Desktop 6 for Mac


    System 2) Toshiba Satellite A200 (Laptop) running Windows 7
    CPU: 1.66 GHz Intel Centrino Core 2 Duo (Dual Core)
    Memory: 2GB
    Graphics: ATI Mobility Radeon HD 2400
    Audio: High Definition Audio (Built-in)


    Johannes Stein aka Stoney

    System 1) MacBook Pro (Laptop) running Mac OS X 10.6.7 (Snow Leopard), Linux and Windows 7
    CPU: 2.53 GHz Intel Core 2 Duo
    Memory: 4GB
    Graphics: nVidia 9400 (Built-in)
    Audio: ?


    System 2) ITX running Windows 7 and Linux
    CPU: 3.33 GHz Intel i3-560 x 2
    Memory: 4GB
    Graphics: ATI Radeon 5750
    Audio: ?


    System 3) ASUS EEE Netbook running Windows XP and Linux
    CPU: 1.6 GHz Intel Atom
    Memory: 1 GB
    Graphics: Intel GMA
    Audio: ?

    FTP Server for Submissions:

    Upload your file including your name/team name and email address to contact you and ask questions to the following FTP server to make your submission for the competition. Failure to upload your entry and provide any identifying information will automatically disqualify you!

    Username: pgdcompetitor
    Password: ObjectPascal1
    Server Address: ftp.pascalgamer.com
    Port: 21
    Comments 27 Comments
    1. Ñuño Martínez's Avatar
      Ñuño Martínez -
      Arcade style. Yahooooooooo!!!!
    1. chronozphere's Avatar
      chronozphere -
      Nice! I can certainly do something cool with this theme.

      I do have to start ASAP and make some room in my schedule. It seems like 4-8 july is completely full for me so I have to make sure I have a reasonable game before that time.
    1. Traveler's Avatar
      Traveler -
      Great theme! I'm sure this will lead to some nice entries.

      I trust you have worked this over, but let me get this straight. I get bonus points if use less buttons than specified? Ie. I can build a space invaders clone, use A for shooting and B for nuke ?°nd get a 100 bonus points? Would it not be more interesting to award people who use all controls?
    1. Traveler's Avatar
      Traveler -
      Oh also, which timezone is used for the end date?
    1. WILL's Avatar
      WILL -
      Not necessarily arcade, just limited amount of controls to make your games. That's it.

      Yes, each button unused gets you 50 bonus points. However based on your game design, it could be the difference of more points by lacking the features you want in.

      The timezone won't be an issue as I'm going to be flexible on the end time for the competition. Just be sure to get it in on the date in your locale. We'll close the FTP the day after the competition has ended. Well past midnight on the 10th in all timezones.
    1. Ingemar's Avatar
      Ingemar -
      Are we talking about 4-8 buttons on the computer keyboard? Like WASD plus keys like E, Q, F, G? No mouse?
    1. WILL's Avatar
      WILL -
      Quote Originally Posted by Ingemar View Post
      Are we talking about 4-8 buttons on the computer keyboard? Like WASD plus keys like E, Q, F, G? No mouse?
      Yes. It can be any keys on your keyboard or a joypad, however no mouse and no analog sticks of any kind either. The idea is that you are using a simple controller with simple pushed/released buttons.

      You are allowed to change the controls on your keyboard using an options screen, but you are limited to the listed controls for your game as you play.
    1. Stoney's Avatar
      Stoney -
      Are mouse buttons allowed as your buttons? For example left mouse button as your A button, right mouse button as your B button.

      Is it ok to implement more than other button scheme, for example one for gamepad and one for keyboard and both of the button schemes would work all the time. So would it be ok when the gamepad is connected the keyboard could still work or it is either gamepad or keyboard (if the gamepad is connected the keyboard buttons are not allowed to work any more)?

      It is allowed to define alternative buttons for one key, so for example SPACE or ENTER would be the A button or would this count as using two buttons?
    1. Ingemar's Avatar
      Ingemar -
      Quote Originally Posted by Stoney View Post
      It is allowed to define alternative buttons for one key, so for example SPACE or ENTER would be the A button or would this count as using two buttons?
      To allow alternatives, isn't it easy enough to make keys configurable?
    1. code_glitch's Avatar
      code_glitch -
      Hmm... An interesting idea for a theme this is indeed... I was expecting something more like green, or weird gravity. Although, this suddenly sounds a lot like coding for earlier consoles! Only buttons, no touch screen garbage or whatever... Like the GBA! OMG!

      Edit: almost forgot two things; ONE: is there a PGD IRC channel like in Ludum or something? Maybe a forum where we can port progress or converse during the compo would be nice? TWO: Can we upload a running release to the ftp say, once a day or so in order to let others test the games out, give feedback and the likes?
    1. WILL's Avatar
      WILL -
      Quote Originally Posted by Stoney View Post
      Are mouse buttons allowed as your buttons?
      No. No mouse at all.

      Quote Originally Posted by Stoney View Post
      It is allowed to define alternative buttons for one key, so for example SPACE or ENTER would be the A button or would this count as using two buttons?
      Yes, alternates are perfectly fine as long as they perform the exact same game action it is considered 1 button.
    1. WILL's Avatar
      WILL -
      Quote Originally Posted by code_glitch View Post
      Edit: almost forgot two things; ONE: is there a PGD IRC channel like in Ludum or something? Maybe a forum where we can port progress or converse during the compo would be nice?
      Be the first to create a thread about your entry! http://www.pascalgamedevelopment.com...ple-Controller

      Quote Originally Posted by code_glitch View Post
      TWO: Can we upload a running release to the ftp say, once a day or so in order to let others test the games out, give feedback and the likes?
      I want to keep the FTP as upload only as there isn't a ton of space available for all kinds of versions of everyone's games, plus constant deleting and re-uploading of your entry may suddenly result in you accidentally making someone else's disappear.
    1. Dan's Avatar
      Dan -
      Can I use an unfinished game that has been created and published before the start of this challenge as a base for my entry? I have an unfinished game that I made for the IGDC contest some time ago which perfectly fits the requirements and I would really like to keep working on it rather than start thinking of new ideas. Is that sort of thing allowed at all?
    1. WILL's Avatar
      WILL -
      Quote Originally Posted by Dan View Post
      Can I use an unfinished game that has been created and published before the start of this challenge as a base for my entry?
      Hmm... I think it would be fair of most of your new game content was new. If you are reusing your game engine that's ok, but lets say past published levels would have to be left out as a compromise would put you on a level playing field. I see what I suggest as no different than using a pre-existing game engine which is fully allowed.

      You can then come back later after the challenge and re-include all your previous content (levels, etc) as a new version/edition or some kind of release as such. How far through development did you get with the game? Was it anywhere near completion?
    1. Dan's Avatar
      Dan -
      Yes I think that is fair. I will drop all the old levels, that will leave me with just a couple of 3d models and the game engine.
      At the moment the game is nothing more than a very limited demo version, it was made in just 1 week.
    1. Cybermonkey's Avatar
      Cybermonkey -
      Seems my forum posts never get published ... So I try it here. If I understood correctly the rules, only the engine has to be developed in Pascal? So if I have an engine built with FreePascal (based on SDL), which is fully accessable via Lua, is it allowed to commit a game scripted in Lua? If not, it's also possible to use the engine with FreePascal, but I need to know with what to start ...
    1. Relfos's Avatar
      Relfos -
      Loved the theme, count me in
    1. WILL's Avatar
      WILL -
      Quote Originally Posted by Cybermonkey View Post
      If I understood correctly the rules, only the engine has to be developed in Pascal? So if I have an engine built with FreePascal (based on SDL), which is fully accessable via Lua, is it allowed to commit a game scripted in Lua?
      The basic idea is that the core of your game must be coded in one of the major dialects of Pascal. Your game engine can be made using Pascal and you can use a scripting library such as Lua. We want to be as open to as many people as we can so we are flexible as long as the majority of your game, as a whole, is in Pascal.
    1. Ingemar's Avatar
      Ingemar -
      Are replies locked here?
    1. Ingemar's Avatar
      Ingemar -
      Hm, apparently not, but my previous reply disappeared. I just wanted to say that there is just one week left.
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