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GameTron 1000 KS: sw that creates automatically phone and pc arcade games. READ OP

nickcv

Member
http://www.kickstarter.com/projects/mojobones/gametron-1000?ref=category

thanks to Vamphuntr for posting this in the Oton scam thread.
this one is actually a serious proposition, basically the guys behind this project are making a software that randomly generates PC and cellphones games, picking a genre, an objective, an environment and core game mechanics and creating an arcade game on the fly.

Far from a simple collection of mini-games, the GameTron 1000 will feature a bunch of genres and sub-genres that can be mixed-&-matched to offer bundles of variation.

For example: the 'falling' genre has our hero plummeting in-front of a constantly scrolling background. Sub-genres will then be used to indicate the finer details of the game. Will you be fighting-off a troop of falling enemies in a twin-stick shooter (combat)? Or perhaps using the accelerometer to steer your falling hero through a maze of debris (avoidance)?

Now take into consideration the other areas that can be randomised. The enemies you fight; your playable character; the environment you're falling through; how much time you have to survive for; your control method; the objects you need to collect (or avoid), and you can start to see how unique each game has the potential to be.

anyhow, do yourself a favor and WATCH THE VIDEO, that alone is thread worthy

fake edit: the games created by this sw could end up being dull, we are all aware of it i think, but still is a nice idea
 
That video made me wish they'd do an oldschool point and click adventure instead.

gotta love the Zak Mckracken reference with the cat clock on the wall!
someday i'm gonna punch ron gilbert, i always have to google that game name
 
Very nice video, but I'd like to have seen the devs explain how they're going to tackle such an ambitious project.
 
Very nice video, but I'd like to have seen the devs explain how they're going to tackle such an ambitious project.

they give some more explanation in the kickstarter page, but they never get too technical about it, but i do agree, i'd have enjoyed reading how exactly they want to manage this
 
Seems neat. I'll watch it to see what they get to. It actually isn't too difficult a thing to do, as they are just taking basic mechanics and allowing them to mix together. Of course, as was mentioned, the games could end up horrible because of this, but in reality it at least seems like it may end up being a lot of palette swaps. Very Mad Libs, if you will.

"You'll be airboarding in the (insert location) while collecting (insert collectible)"

Still, as I said, neat concept.
 
Seems neat. I'll watch it to see what they get to. It actually isn't too difficult a thing to do, as they are just taking basic mechanics and allowing them to mix together. Of course, as was mentioned, the games could end up horrible because of this, but in reality it at least seems like it may end up being a lot of palette swaps. Very Mad Libs, if you will.

"You'll be airboarding in the (insert location) while collecting (insert collectible)"

Still, as I said, neat concept.

yes, the games could end up being very humorous XD
 
I think the biggest barrier for them will still be the same barrier most develeopers seem to face -- the necessary handmade content/input will make it break it -- models, backgrounds, level design (2D Platformer levels have been done procedurally to a succesfull degree I think.), sound files, and/or the basic models/meshes for procedurally generating whatever (If they are doing that.)

I do think that procedural generation is part of the future for gaming, and in creating bigger, more expansive worlds/content in games - but it depends on people like these guys to do some unique research into procedural tech, and how to apply it to game design theories. (I'm just assuming here.)
 
Hey guys, Mojo Bones here.

We're big-time NeoGAF lurkers - don't post too much though. We toyed with the idea of posting a thread regarding GameTron, but it's always dangerous ground when you start a thread promoting your own stuff. So thanks to nickcv for picking up on the game and sharing the news.

And thanks for your comments regarding the pitch vid. Making a point & click is definitely on our developer bucket list. We talk about it at least once per week.

So yeah, 90k is a BIG target, and it's going to be super-tough to hit: we don't have delusions of grandeur... honest :) With three formats and all the content creation it really is the amount we need to get this project made (and - more importantly - made to a high standard). We've been discussing the GameTron for a while now and Kickstarter gave us an opportunity to put it to the ultimate test. So here we are.

A few people have raised the issue of game styles and the potential simplicity of the concept. As piratepwnsninja mentions, the logistics of creating something like this aren't too complex if you do your homework, but the key is making sure that every game mechanic 'feels' great to play. If you take a game like Canabalt... it's not the most complex design/concept in the world (like a lot of successful indie games) but it's executed extremely well (like a lot of successful indie game). Responsive controls; just the right amount of inertia on the character's jump; character placed at the perfect position on screen, good difficulty ramping etc. these things aren't very glamorous, and don't get the headlines, but they're the reason we keep coming back for more.

The problem with a lot of multi-game packs, is that the quality level isn't normally there across all game types and genres. ‘Jack of all trades, master of none’ type thing.

So I guess the point is: the GameTron isn't claiming to reinvent the gaming wheel, but if we can offer players the chance to conjure-up all these different game types and mechanics (with a few surprises in there too), and each one feels like a well-crafted game in its own right, then happy days.

And finally, as nickcv mentions: humour is a huge part of the concept too. We love that quirky, 'Pizza vs Skeletons' style madness, and this is one area where the GameTron will stand on its own.

Oh, and the redhead is our designer Stu. He's putting on lipstick as we speak ;)

Thanks guys,

Mojo Bones.
 
Hey guys, Mojo Bones here.

We're big-time NeoGAF lurkers - don't post too much though. We toyed with the idea of posting a thread regarding GameTron, but it's always dangerous ground when you start a thread promoting your own stuff. So thanks to nickcv for picking up on the game and sharing the news.

And thanks for your comments regarding the pitch vid. Making a point & click is definitely on our developer bucket list. We talk about it at least once per week.

So yeah, 90k is a BIG target, and it's going to be super-tough to hit: we don't have delusions of grandeur... honest :) With three formats and all the content creation it really is the amount we need to get this project made (and - more importantly - made to a high standard). We've been discussing the GameTron for a while now and Kickstarter gave us an opportunity to put it to the ultimate test. So here we are.

A few people have raised the issue of game styles and the potential simplicity of the concept. As piratepwnsninja mentions, the logistics of creating something like this aren't too complex if you do your homework, but the key is making sure that every game mechanic 'feels' great to play. If you take a game like Canabalt... it's not the most complex design/concept in the world (like a lot of successful indie games) but it's executed extremely well (like a lot of successful indie game). Responsive controls; just the right amount of inertia on the character's jump; character placed at the perfect position on screen, good difficulty ramping etc. these things aren't very glamorous, and don't get the headlines, but they're the reason we keep coming back for more.

The problem with a lot of multi-game packs, is that the quality level isn't normally there across all game types and genres. ‘Jack of all trades, master of none’ type thing.

So I guess the point is: the GameTron isn't claiming to reinvent the gaming wheel, but if we can offer players the chance to conjure-up all these different game types and mechanics (with a few surprises in there too), and each one feels like a well-crafted game in its own right, then happy days.

And finally, as nickcv mentions: humour is a huge part of the concept too. We love that quirky, 'Pizza vs Skeletons' style madness, and this is one area where the GameTron will stand on its own.

Oh, and the redhead is our designer Stu. He's putting on lipstick as we speak ;)

Thanks guys,

Mojo Bones.

thanks for info, Mojo!

i'm really curious to see how this turns out, any update from you guys would be welcome.

and any update regarding a possible point-and-click adventure from you guys would really be appreciated!
you surely captured the feeling of those glorious days in your pitch video.
 
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