Kiwi Farms Game Jam?

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Should there be a Kiwi Farms game jam?

  • Yes

    Votes: 29 53.7%
  • Yes, but I won't take part

    Votes: 22 40.7%
  • No

    Votes: 3 5.6%

  • Total voters
    54

Judge Dredd

Senior Layout Artist
True & Honest Fan
kiwifarms.net
Joined
Aug 23, 2018
Is anyone interested in a Kiwi Farms Game Jam?


Talking about game dev on KF is a bit of pointless endeavor. Pro devs are often restrained by Non-Disclosure Agreements, and for indie devs sharing your name and work on KF could potentially damage your career.


After the Lowtax episode of MATI, and seeing all the big names that got their start shitposting on SomethingAwful, I started thinking KF should do the same. In a way, they already do with other content, so why not game development?

The main hurdle is what and how. Troubling null and crunklord with what could fall flat on it's face while causing all kinds of technical problems doesn't seem fair. Doom mods have been pitched before but never went anywhere. So what to do...

Recently I've been interested Pico 8 and I think it could work for this project. I've never actually used it for development, but there's some good tutorials out there. The engine is free in a browser. The engine limits the scope and scale of the games. And games can be shared as small .png files.


If there is interest, I don't know if it should have a theme, or if it should be open for people to make whatever they want.
 
I was actually in development of a game last year that was gonna be part twin stick shooter part vn and would be nothing but KF inside jokes.

It more or less got canned because the site went down and we lost communication with a few members who were helping out. Plus I was going through personal stuff.


If I have the time I won't mind doing something for this.
 
I'm down. I'm learning 3d animation, so that's where I'd be the most helpful.
I don't know much about about Pico 8, but it looks like it's made for sprites. If that's the case, I could pre-render the animation.

This seems like fun, so I'll probably pitch in even if you don't need anything 3d.
 
Don't use some shitty browser based thing though, it'll just get jannied.
I know the concern, but that's why I'm suggesting Pico 8.

Hosting these games outside of KF runs the risk of being banned. So they should be hosted on KF, and kept small as possible.
We should avoid stand alone .exe files. No one is going to trust niggerfaggot.exe, especially after Byuu and the minecraft shit. (Ninja'd by @I've Seen Some More Shit )

The big name engines like Unity, Godot, and Unreal all can get pretty big pretty quick. Even Doom maps can spiral into dozens or hundreds of megabytes once people start adding custom sounds, textures, etc.


There are two "engines" that spring to mind when I mention the criteria above. GBStudio and Pico-8.

GB Studio creates GameBoy roms that run on any GameBoy emulation (and even real hardware if you're so inclined). The GameBoy has some pretty specific and strict limits, and GBStudio relies heavily on templates.

Pico 8 is a "fantasy console" inspired by old computers. The browser version being just an "emulator" with the files stored locally. There is also a payed version if you want that, but it doesn't seem necessary. I'd have to play with it more, but if it works how I think it works, there is no way for the jannies to stop us since everything is stored locally and finished games can be hosted on KF as attachments. We'd simply save them and drag them into the emulator.

Both have small file sizes for games. Gameboy games are less than 1mb, and Pico 8 games are 32kb.


Another benefit of Pico 8 is everything is in the software. Code editor, sprite editor, map editor, sound editor, it's all in there. While you can use external tools, for games that simple, it's really not needed. The limitations also stop games from getting too big or convoluted. There are 3D games on Pico, but what it does best are simple pick-up-and-play 2D games.

Gameboy is less clear cut since you're going to watch a paint program and palette files for it to work right.

Maybe down the road we can do a big collaborative Doom project, but I'm in favour of keeping this small, fun forum thing for now.
 
Fuck off, you're not infecting my code with your gay ass DRM
 
Hosting these games outside of KF runs the risk of being banned.
Depends on the game. I think even if you made a Farms-themed game, e.g: Vampire Survivors-like called "Sonichu Survivors", it'd be fine to host it on Itch.io. But a game where the protagonist lynches negroes and trannies is obviously a no-no, and is it really that unreasonable to ask participants not to build a game like that?
 
I have nothing to contribute as a normie.

Your post reminded me though that one of the buggiest abandoned games I ever bought on sale came out of a game jam.


Tango Fiesta was a twin stick arcade shooter with 80s tough guy themes.

6-1-631166-52.jpg

I tried to 100% it but it's impossible as bosses get stuck offscreen, there's achievements for enemies TK each other but doesn't register and the game had one of the most ridiculous difficulty level spikes I've ever seen with the introduction of one-hit kill heat seeking flying missile droids near the end.
 
Depends on the game. I think even if you made a Farms-themed game, e.g: Vampire Survivors-like called "Sonichu Survivors", it'd be fine to host it on Itch.io.
It would be fine as long as the eye of Sauron didn't notice. If they do notice, people who hate the site would false flag it, report it, etc.

If dev communities are willing to go scorched earth over something like Starfield pronouns mod, or when Factorio devs mentioned Uncle Bob's Clean Code video in a blog post, something like Sonichu Survivors would likely be dropped as soon as it's noticed.

It's a headache I'd rather not deal with. Though if it's what people want, they're free to do it.


For what it's worth, anything I make for it would likely be utterly benign.
 
there is no way for the jannies to stop us since everything is stored locally and finished games can be hosted on KF as attachments. We'd simply save them and drag them into the emulator.
So when that website disappears, what then? This is fucking retarded mate. Never trust the cloud.
Pico 8 games are 32kb.
Oh, so you don't want any decent music or sound effects, I see.
But a game where the protagonist lynches negroes and trannies is obviously a no-no, and is it really that unreasonable to ask participants not to build a game like that?
Yes.
 
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Oh, so you don't want any decent music or sound effects, I see.
There's lots of options for a game jam, from an open "do whatever you want however you want, but try to have it finished by this date" to "we're making a game of genre x, in engine y, and it must include theme z". I haven't decided on anything yet as I was just seeing if there was any interest, but I'm open to suggestions.

Even if we don't use music in this one, then there's always future jams. I'd like to see a Kiwi Farms Doom project at some point and I know those engines play a verity of music types.


So when that website disappears, what then?
Then ...nothing? The web version is just one version. Even if we assume all versions were deleted from the internet somehow. Then we lose a convenient game engine.

One of the reasons I recommend it is that it fits the requirements I outlined before. We want to keep the file sizes small, avoid stand alone .exes, and is easily shared while avoiding things that can't easily be pulled from the internet. Pico 8 fits that bill, but it's not the only one.

I mentioned GBStudio as allowing you to make GameBoy games. There's TIC-80 which is an open source fantasy console kind of like Pico 8. There are homebrew tools for megadrive games, but I've not looked into those. If there's others out there I'd like to know them. I could be missing something obvious.

There is also the option of making a community project. I already mentioned Doom, but Quake, Half-Life, OpenMorrowind, OpenTTD, OpenRA are likely options as well. But those would require a fair bit more organization and varying degrees of tech knowhow.
 
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