September 16, 2007
So I've made a few references to the weekend I had last weekend.
So there was Klik & Play, a mid-90s game creation tool for Windows. Glorious Trainwrecks is a current site dedicated to a renaissance of the type of games made in this system: an anti-aesthetic of gonzo wackiness, using terrible clipart animations and sometimes fostering oddball gameplay and styles.
The Emergency 100-In-1 Klik And Play Pirate Kart Meltdown, then, was a call to action for a team of 17 intrepid coders to make 100 distinct games over the course of a single weekend. The Independent Gaming Source message board post has more info and hype for the end result.
I didn't find out about the event 'til it was already Saturday morning. At first I thought I'd just throw in a Java game or two, since it said non-Klik-&-Play games were welcome, and my first dabbles with that system hadn't worked out. But as the weekend wore on, I had more ideas I wanted to try out, and then by the time it was Sunday I thought I'd try my hand at Klik & Play proper.
For me, the core of the event was the irc chatroom, where folks tapped in for encouragement and enthusiasm, trying each other's new games and asking questions and generally supporting the frenzied coding effort. Watching the total game count crawl upwards was extrememly satisfying.
Yesterday I also joined in the Klik of the Month get-together, the regular 2-hour irc-based creativity fest, and while it was fun it didn't have quite the same sense of huge-goal-based camaraderie that the previous weekend featured.
I've added the 5 processing games to my Java toys page and made a new klik & play page for this stuff, but here is what I came up with- first, the Java:
Nudge the white ball to sidestep the red chasers
Space invaders...in a box! Click to play, arrows move, space fires.
A moral and aesthetic lesson in birth control.
My previous cosmic ark swarm meets Katamari Damacy.
Err...in the adolescent spirit of the event, it's pong. With breasts.
And then, the Klik & Play. Shift starts these games and then jumps or fires, arrows move, and on bug <3 flower you can click on a bananalemon if you get stuck:
ALIEN FIGHTER 2000
bug <3 flower
bug <3 flower was from yesterday. It was inspired by Eudaimon's 100-in-1 entry "Platform Builder" and is more of a "game" but lacks much of the charm, and is also too difficult.
In general, there are two ways of approaching this, with lots of overlap: I tend to try to make games with novel gameplay and ways of interacting with the computer (for me, that's what makes video games a worthy medium). Others just love the joy and anarchy of making weird, ugly, beautiful, gonzo audio/visuals, often with fairly traditional gameplay.
It's all good. And by good, I mean bad, but in entertaining ways, which is good.