Good Infections - Global Game Jam 2018 Mac OS
- Good Infections - Global Game Jam 2018 Mac Os Catalina
- Good Infections - Global Game Jam 2018 Mac Os 7
Made in 48 hours for the Global Game Jam 2018, Shrinking Pains is a short narrative experience that explores a semi-autobiographical struggle with anorexia. Story Play as a sufferer of anorexia as they navigate their life and relationships. Choose your partner preference before you play. Strong black and white visuals. Back in August 2018 Mac Auto Fixer caused some concern among Mac users as it started popping up on Macs. It isn't exactly malware, rather it's what we call a Potentially Unwanted Program, which.
Abbreviation | GGJ |
---|---|
Formation | 2008, with first Game Jam held January 30–February 1, 2009 |
Type | non-profit charity 501(c)(3) |
Headquarters | San Luis Obispo, California[1] |
International | |
President | Joseph Olin |
Johanna Summers | |
Parent organization | Global Game Jam, Inc. |
3 | |
Volunteers | 1000+ |
Website | http://www.globalgamejam.org |
The Global Game Jam (GGJ) is an annual distributed game jam. Inspired by the Nordic Game Jam, and created by Susan Gold, Ian Schreiber, Gorm Lai and Foaad Khosmood, originally developed under the International Game Developers Association Education SIG to bring together the elements of creativity, collaboration and experimentation. At each site, participants gather to develop ideas, form small groups, create new, creative, innovative games, and present them to their peers and the global community, all in a limited time span. As of 2013, GGJ is managed by Global Game Jam Incorporated.[1] Current and past board directors include the founders Elonka Dunin, Lindsay Grace and Zuraida Buter. In January 2019, GGJ generated teams in 860 sites in 113 countries, who over the course of one weekend created 9,010 games.[2] The Global Game Jam carries a registered trademark.
Participants[edit]
Participants in the Global Game Jam are of all skill levels and in various fields. Everyone from professional game developers to educators to artists and designers is welcome to participate.[3] Once the jam begins, participants come up with game ideas, before pitching those ideas to each other and forming teams to work together on a project.[4]
Event organization[edit]
Groups wishing to host a jam site must fulfill certain requirements. Their location must have Internet access for everyone involved, access to development resources such as an IDE, possibly preinstalled at the location, an event coordinator, beverages and nearby food access, if possible, round-the-clock availability of the location, and security for belongings.[4]
At each site, the Global Game Jam runs continuously for 48 hours in each time zone, beginning at 5:00 PM on the start date, and ending at 5:00 PM two days later. The recommended schedule includes a short planning and team creation period, followed by development time until 3:00 PM on the final day. The last few hours are set aside for teams to present their creation to each other. However, sites are not required to follow this schedule.[5]
At the beginning of the event participants are given a theme, such as “Extinction” in the 2011 Jam. Participants are asked to create a game that in some way relates to this theme. Additionally, participants are given a list of “achievements”, also referred to as diversifiers.[6] These are designed to drive creative development by adding a unique or limiting factor to their game’s design.
Past events[edit]
The first Global Game Jam was held from January 30 – February 1, 2009, at 53 locations across the globe. During the jam, 1650 participants created 370 games.[7][8]
The second Jam expanded further in 2010, increasing to 138 sites and resulting in 900 games made by 4300 creators.[5]
The 2011 Game Jam, which ran January 28–30, gathered 6500 participants at 169 sites who created over 1500 games total.[9]
The 2012 Game Jam ran January 27–29 with over 10,684 participants in 242 locations (47 countries). 2209 games were created. According to a March 2 press release, the Global Game Jam is recognized as the largest in the world by the Guinness Book of World Records.[10]
The 2013 Game Jam was held January 25–27 with 16,705 participants in 319 locations (63 countries). 3248 games were created.[11]
The 2014 GGJ was held January 24–26 with 23,198 participants in 488 locations (72 countries). 4290 games were created.[12]
The 2015 GGJ took place from 23 to 25 January with 28,837 participants in 518 registered jam sites in 518 locations (78 countries). 5438 games were created.[13]
The 2016 GGJ was held January 29–31 with over 36,164 participants in 93 countries.[14]
The 2017 GGJ was held January 20–22 with over 36,401 participants in 95 countries.[14]
The 2018 GGJ was held January 26–28 with 42,811 participants in 108 countries. 8,606 games were made at 803 locations.[14]
The 2019 GGJ was held January 25–27 with 47,009 participants in 113 countries. 9,010 games were made at 860 locations.[14]
The 2020 GGJ was held January 31 - February 1 with 48,753 participants in 118 countries. 9601 games were made at 934 locations.[14]
The 2021 GGJ was held January 27 - January 31 with 28,825 registered participants at 585 sites in 104 countries. 6,383 games were made. (Online only due to COVID-19 pandemic)[14]
Event themes[edit]
- 2009 - 'As long as we have each other, we will never run out of problems'[14]
- 2010 - 'Deception'[14] (plus extra time-zone-specific themes, including 'The rain in Spain falls mainly on the plain')
- 2011 - 'Extinction'[14]
- 2012 - An image of Ouroboros.[15]
- 2013 - Sound of a Heartbeat[16]
- 2014 - 'We don't see things as they are, we see them as we are.' [17]
- 2015 - 'What do we do now?'[18]
- 2016 - 'Ritual'[14]
- 2017 - 'Waves'[14]
- 2018 - 'Transmission'[19]
- 2019 - 'What home means to you'[20]
- 2020 - 'Repair'[21]
- 2021 - 'Lost and Found'[14]
Good Infections - Global Game Jam 2018 Mac Os Catalina
Intellectual property[edit]
All games produced are created under the Creative Commons Non Commercial Share Alike 3.0 free license, and while they remain the intellectual property of their creators, the Global Game Jam retains the ability to use any game as promotional material.[5][22] As a part of this and as part of the license, every game is archived, along with source code for many digital games, on Global Game Jam’s website.[5]
References[edit]
- ^ ab'About'. Global Game Jam. September 13, 2013.
- ^'Time to go home... GGJ19 roundup'. Global Game Jam. January 29, 2019.
- ^Serrels, Mark. 'Game Jam: Saving The Australian Games Industry In 48 Hours'. kotaku. Retrieved 23 December 2017.CS1 maint: discouraged parameter (link)
- ^ abBasic Questions. http://www.globalgamejam.org/wiki/basic-questions#ggjArchived 2012-09-02 at the Wayback Machine Retrieved 2/14/2011.
- ^ abcd'Global Game Jam'. Global Game Jam.
- ^'Global Game Jam Diversifiers'. Official Global Game Jam Website. Retrieved 19 April 2016.CS1 maint: discouraged parameter (link)
- ^Jacobs, Steve. “Global Game Jam 2009: A Worldwide Report.” p1. 2/25/2009. http://www.gamasutra.com/view/feature/3943/global_game_jam_2009_a_worldwide_.php.
- ^Whitacre, Andrew. “GAMBIT Game Lab to build new video games in 48-hour marathon.” 1/5/2010. http://web.mit.edu/newsoffice/2010/gambit-game-jam.html
- ^Alexander, Lee. “Global Game Jam Sees Biggest Year Yet With 6,500 Participants.” 1/25/2011. http://www.gamasutra.com/view/news/32750/Global_Game_Jam_Sees_Biggest_Year_Yet_With_6500_Participants.php
- ^'Global Game Jam Sets Guinness World Record™ for Being The Largest Game Jam in the World'. www.gamasutra.com.
- ^http://2013.globalgamejam.org/news/2013/02/04/global-game-jam-2013-numbers
- ^'GGJ 2014 by the Numbers'. Global Game Jam. February 16, 2014.
- ^'GGJ 2015: The Official Stats'. Global Game Jam. January 30, 2015.
- ^ abcdefghijkl'History'. Global Game Jam. October 9, 2013.
- ^'GGJ 2012 Theme'.
- ^'GGJ13 Theme'.
- ^'GGJ14 Theme!'. Global Game Jam. January 24, 2014.
- ^'Twitch Jams 2015 #GGJ15'. GameDev.net.
- ^'The theme for Global Game Jam 2018 is…'. Global Game Jam. January 26, 2018.
- ^'The theme for Global Game Jam 2019 is…'. Global Game Jam. January 25, 2019.
- ^'The theme for GGJ 2020 is…'. Global Game Jam. 2020-01-31. Retrieved 2020-02-01.
- ^https://creativecommons.org/licenses/by-nc-sa/3.0/ Retrieved 2/8/2011.
External links[edit]
Following on from our Global Game Jam – Day One post, we are proud to present Untested Waters – our Global Game Jam 2017 game based on the theme ‘Waves’ and a Farset Labs Selected Highlight Game!
Global Game Jam 2017 theme – WavesYou can check out the game at the:
- Global Gam Jam website
- Our itch.io page
“Untested Waters” is a local two player fighting game to be played using controllers, where you battle your opponent to stay on a boat as it is thrashed by waves. The game uses 2D sprites and was made using Unity and Spriter Pro. The game was made by Whitepot Studios and Richard Gillen from AppAttic. All assets are our own (including the sounds!).
Untested Waters is a vicious battle of selfishness and survival. The SS Gentle Richard has been afloat for many years – it has sailed the seven seas and plundered many a land.
The vessel even survived 2016 – but a curiously mathematical sea is calling for the mighty vessel’s demise. There’s only one life raft aboard – and only one player can survive.
Two best friends reside upon the boat – but after years of secret resentment and jealousy, it all comes to a head as they battle for their lives. Try and throw your best friend overboard as you battle the treacherous dynamic sea that will end one of your lives.
… or so the story goes. We considered a few different things for this Waves theme, including a sound-based game, which fellow Farset-jammers BillyGoat Entertainment (makers of Her Majesty’s Spiffing) made with Supermarket Shriek!
Good Infections - Global Game Jam 2018 Mac Os 7
But we ultimately settled on a physics-based game where generated waves would cause a ship to bob about as two players try to stay afloat – of course, this was similar to the idea Coffee Box had ? – turns out boats and waves is a good combo.
We ended up turning this into a fighting game – because, why not? This made it ten times more fun than we anticipated and had some unintended side effects with Smash-Bros-style-flying-off-the-screen effects! We decided the theme on Friday night, and by Saturday morning had some basic waves in and the character jumping about on screen.
Saturday
I made the sprites and animations by working from the available pre-made sprites and animations provided with Spriter Pro – they turned out better than I expected!
Adam added in player death and the entire wave system including LERPing between different wave intensities and generating different wave strengths, as well as how the boat physics interacted with the waves. Richard, our temporary Whitepot member for the weekend, implemented the game state, player movement, fighting, menus, and… basically a lot of the core features (read: that make a game a game so we could actually get it finished on time ? THANKS GENTLE RICHARD
And now we can freely talk about the theme, which is waves. So here's what I've been working on so far! pic.twitter.com/NBUFKvNB9w— Adam Whiteside (@adamside) January 21, 2017
Gooood morning #GGJ17 🙂 Here's some super slow parallaxing… and a headless jumper pic.twitter.com/v7cQ6AbWi6— Whitepot Studios (@Whitepot) January 21, 2017
And now with a boat #GGJ2017#GGJ17#gamedevpic.twitter.com/QbHGd4mE7K— Adam Whiteside (@adamside) January 21, 2017
We got the bulk of art and gameplay finished by Saturday evening – sometimes went ok, sometimes not.
I was making a gif to show the different wave intensities when….. #GGJ2017#GGJ17#gamedevpic.twitter.com/EmhilYNufA— Adam Whiteside (@adamside) January 21, 2017
Sunday
Sunday was a day for polishing up the UI and adding in unimplemented polish features like screen checking – and making sure there was a distinct enemy to fight against.
https://twitter.com/Utsuho/status/822788314063372289
– and also playtesting!
Richard and our first playtester of the day, Corey! #GGJ17pic.twitter.com/kqBDhYsTzn— Whitepot Studios (@Whitepot) January 22, 2017
The End of the Game Jam
After a long weekend of stress and fun, we were finished! And won a Games Highlight prize from Farset Labs (two free tickets to the NI Game Dev awards) – weekend well spent!
YEAHHH!!!! #GGJ17pic.twitter.com/kqaueKVJmt— Whitepot Studios (@Whitepot) January 22, 2017
The other games we saw were also great fun and everyone had a great weekend – looking forward to the next one!
A great day had by all. Even Richard #GGJ17pic.twitter.com/N6WJxSuDZA— Whitepot Studios (@Whitepot) January 22, 2017
Download and Play
If you’d like to download the game, have two controllers, and a ‘local multiplayer friend’ to play with, the controls are as follows:
- X – Punch/Push – hit your opponent
- B – Charge/Boost – move faster temporarily
- A – Jump – boing!
- Left Analog Stick – Movement
There are Mac OS and Windows builds available. If you are using an XBox 360 controller with your MacBook, I was able to use this 360 Controller Mac OS driver to play, just download and install the .dmg as normal – you may just need to do some additional configuration in the Unity ‘Input’ menu that pops up pre-start.
Bonus – Poster and more!
Every game jam game needs an edgy poster!
Here we are on the @FarsetLabs#GGJ17 live stream! https://t.co/V5RUsAx3Bvpic.twitter.com/gzQ9TWS8B3— Whitepot Studios (@Whitepot) January 21, 2017
And here we were on the stream! Thanks for reading, looking forward to the next jam! Thank you to Farset Labs for hosting and feeding us, and the time spent by the staff there and the NI Game Dev Network.