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
Evil .exe files probably aren't a big deal if you just distribute something like a Godot .pck and expect the user to plop in the exe. That won't stop the scripts from deleting random shit on your drive doe. Same with game mods, sometimes those can be evil.
Pico-8 and Tic-80 are both fine but I would strongly suggest the latter due to it's laxer requirements and fully free nature.
Speaking of homebrew, you *could* probably whip up some simple games for retro consoles but it gets nasty with shit like graphics and map conversion and resource management.
 
Here's a list of criteria that could probably work:
  • Games should be small (<50 mebibytes)
  • Games should be compilable and auditable by anybody, made in an easily-retrieved engine (Godot games, C programs, HTML+JS <canvas> abominations, even Minetest games) (not Unity because you would need an account)
  • No spooky .exes (technically redundant due to the point above)
  • Games should be uploaded as ZIP or 7Z archives with included README.TXT that explains how to set up the game on Windows (Linux chads can figure it out themselves)
Evil .exe files probably aren't a big deal if you just distribute something like a Godot .pck and expect the user to plop in the exe. That won't stop the scripts from deleting random shit on your drive doe.
You can at least read the source of the scripts to see if they do crazy shit. Perhaps distribute the Godot project sans .import directory and require the user (or a trusted moderator) to export it themselves.
Same with game mods, sometimes those can be evil.
#FreeByuu

A notable exception to game mods being evil is Minetest. Mods in that engine have a sandbox by default, and they can't even send HTTP requests. Since Minetest games are fancy modpacks, it would provide reasonable security. That would come with the drawbacks of having to figure out how to wrangle the Minetest jank, and the ordeal of making something KF-related in a Great Value Minecraft game engine, but if some mad lad does it, they can get extra points.
 
Scoring could be done by random community members who didn't participate, or it could be done by a panel of judges, or it could be done by Crunk because he's the current undisputed king of KF-related gamedev.

Extra points should be added for esoteric/unusual/weird environments, languages, and engines. Or there could be different classes such as "ready-made engines" and "NOT ready-made engines."
 
The game jam should be focused on one engine or toolkit with total creative freedom allowed. A time limit is needed to encourage any sort of project completion. I vouch for Quake maps as I had a lot of fun trying to make a map for CrunkLord's CyberChud. Also, a bunch of the GBA Pokemon games have been decompiled and have a neat map editor called Porymap.
 
I probably wouldn't participate, at absolute best I could shit out a terrible Renpy or RPGM game, maybe. I still like the idea anyway, I want to see it happen.
 
The game jam should be focused on one engine or toolkit with total creative freedom allowed. A time limit is needed to encourage any sort of project completion. I vouch for Quake maps as I had a lot of fun trying to make a map for CrunkLord's CyberChud. Also, a bunch of the GBA Pokemon games have been decompiled and have a neat map editor called Porymap.
I think that limiting it to an specific engine could be a entry barrier for most if the time frame is short. I am in no ways a skilled programmer but I am willing to learn at my pace. I started learning Godot but I am no confident enough to use it on a project yet

I am also a supporter of releasing the source files of each entry, but only after the deadline ends as to prevent use of someone's else assets during the creation part
 
The game jam should be focused on one engine or toolkit with total creative freedom allowed. A time limit is needed to encourage any sort of project completion. I vouch for Quake maps as I had a lot of fun trying to make a map for CrunkLord's CyberChud. Also, a bunch of the GBA Pokemon games have been decompiled and have a neat map editor called Porymap.
I think that limiting it to an specific engine could be a entry barrier for most if the time frame is short.
That's more or less my plan. At present, I'm torn between two ideas.

1: An "8-bit" jam. Allowing people to use whatever "8-bit" system they like. Be it Pico-8, TIC-80, GB Studio 3, Commander X16, or things I've never heard of like Porymap.
2: A Doom map project. Map being the key word here because if similar projects in the Doom community are anything to go by, people will keep breaking other people entries and bloating the file size with custom assets and scripts, and the easiest way to deal with the problem will be to ban them outright.

Another problem is time frame. I've kind of messed up by asking this question when I did, because I'm guessing most people are going to busy during December, and running it in November means not much time unless I announce it tomorrow.
 
8bit jam sounds fun imho, so you can also put a limit on file size, and I think working with limitations of those platforms can bring interesting ideas
 
  • Agree
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I'm pretty proficient in gbstudio and pico-8 but I really suck at code and cannot hold any of my projects down for some reason, the effort fizzles out towards the 3/4th mark cause of boredom and repetition. I can take a crack at it but I'm not good at code and making games, I'd rather make art and animations. Plus I have to pull the AVGN card, I don't have time on a regular basis.
 
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The only downside that I see with Pico-8 is the price tag. I can't see where is the free version of it; their website says it is a $15usd one time purchase.

OTOH, TIC-80 is open source and the pro version can be compiled from the repository, and it looks sñbery similar to P8, but with a smaller community.
 
  • Agree
Reactions: Judge Dredd
Necro-ing the thread. I was going to launch a Doom community map project today. Even have the OP typed up and ready to go.

The idea being that people would make doom maps, and I would compile the entries together next month.

It seems the most feasable, and has the least investment (maps can be made in a few hours and don't require much technical knowledge) but I've never run one before, and the ones I've been a part of in the past were rife with technical problems from people trying to add custom assets and scripts. Still not 100% sure on it, but might drop the OP later today.

I think the second option is the TIC-80.
 
Necro-ing the thread. I was going to launch a Doom community map project today. Even have the OP typed up and ready to go.

The idea being that people would make doom maps, and I would compile the entries together next month.

It seems the most feasable, and has the least investment (maps can be made in a few hours and don't require much technical knowledge) but I've never run one before, and the ones I've been a part of in the past were rife with technical problems from people trying to add custom assets and scripts. Still not 100% sure on it, but might drop the OP later today.

I think the second option is the TIC-80.
Enforce Boom+ restrictions then. (Although this might make it very vanilla). And make it so any custom assets need to be cleared with you, ideally.
 
I’ve thought of making a kiwifarms rpg before called Kiwi Quest. How I thought it up was as a 2d turn based JRPG-style game where there’s party members based on users on the farms, all drawn in a kiwiggler form. The main villain would be Keffals, and the quest is to free the catboys and hrt groomed minors from him. I also thought of making secret bosses based on popular lolcows on the farms, like Chris Chan. Obviously this won’t happen though because I’m not that ambitious, and I couldn’t put it on any storefront either.

Also if I did decide to make the game, I’d just do the writing. I’d likely hire people off of here to compose, do art and character design, and code. I don’t know a single thing about game development.
 
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Enforce Boom+ restrictions then. (Although this might make it very vanilla). And make it so any custom assets need to be cleared with you, ideally.
I thought custom assets were per-wad, not per-map, or am I talking out-of-date bullshit? Like it wouldn't be possible for people to have different assets on their own maps, then combine all of them.

My concern would be that you can't really do a lot with Doom mapping other than make a bunch of levels shaped like swastikas or dicks or whatever. I mean a KF project might not look different from a bunch of random amateur Final Doom maps. But I'm way out of the loop, so cmiiw.
 
  • Agree
Reactions: Judge Dredd
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