Design Contest: Two-Button Challenge (For Reals edition)

Some time ago I had a thought for an interesting little design contest: create a game that is played using only two buttons. Not two buttons + arrow keys, not two buttons + verbs, two buttons + mouse, or two buttons + context menu. Two keyboard buttons: that's it. Unfortunately the idea just kind of petered out and didn't go anywhere, so I'm kicking things off again. We're going to make it a bit simpler this time, so here's the rules:

Rule the First:

All entries must include a .dms script file with the following lines of code:

macro
    a return "buttonA"
    b return "buttonB"


Player mobs, of course, must include "buttonA" and "buttonB" verbs. The entire game must be playable using nothing except these two macros. You may include other forms of getting at these two commands if necessary--you could macro left arrow to buttonA and right arrow to buttonB, or create HUD buttons that call buttonA() and buttonB(), etc.--but games will be judged solely on their playability with the required a + b macros. Anything that can't be done in game with the a + b button doesn't count, so if the game's not playable with those two buttons, it's out.

Just to clarify: The player is not allowed to interact with or affect the game in any fashion save through inputs that go directly to buttonA() and buttonB(), neither of which can accept arguments or use input dialogs.

(Chat functions and commands of a purely administrative or social nature are the only exception to this rule, so long as they do not directly have any influence on gameplay and are not required to play the game as intended.)

Rule the Second:

Entries must feature some sort of multiplayer interaction. Multiple players playing separate games in parallel do not qualify--a player must be able to have some affect on other players, either directly or through a shared environment.

Rule the Belated Third:

Source code must be included for all entries to verify that the limits on input aren't being circumvented, but you don't have to distribute the source openly if you don't want to.



And... really, that's about it. All entries must be submitted to t_leftley@hotmail.com by February 28, 2007 (either mailing the game's source package or just sending a link to a hub entry or site where the source is available to download). Games will be judged in four categories:

-Presentation (general appearance and user-friendliness)
-Creativity (original and unique approaches to the design constraints)
-Depth (the game's variety and replay value)
-Overall Fun (general enjoyability and non-suckiness)

Assuming there are at least four participants (because it's not a real contest unless you can call someone the loser!): First place will win a BYOND membership for the recipient of their choice (include themselves) plus $10 Paypal, second place wins a BYOND membership plus $5, third place wins just a BYOND membership. Multiple entries per contestant are allowed, but only the best will qualify to place for a prize.

In addition to entries, if anyone wants to volunteer to help judge I'd be much obliged (theoretically, more judges means more of a commitment means less chance I'll get bored and wander off before the contest ends).

Posted by Leftley on Monday, January 22, 2007 07:23PM - 41 comments / Members say: yea +0, nay -0
(Edited on Monday, February 12, 2007 08:05PM)

Announcing: An announcement

I was going to announce the re-launch of the Two-Button Challenge design contest today (technically yesterday) but I was too busy slacking off playing Darke Dungeon and Ultimatum attempting to develop a cure for AIDS using nothing but rubber bands and packets of sugar, and now I don't have time to get everything set up. So I'll be kicking things off tomorrow (technically later today) instead.

Posted by Leftley on Sunday, January 21, 2007 10:50PM - 5 comments / Members say: yea +0, nay -0

State of the Galaxy

I suppose it's apparent by now that Astrobiz isn't getting released on the 26th, seeing as it's now the 27th. Things are still on track for a release on, oh, say the 31st.

Things left to do:

  • Implement economic constraints on traffic totals (this will include making property ownership not suck so badly again)
  • Help files (maybe?)
  • A few more interface tweaks (including a real interface for host type stuff)
  • Random events
  • Slightly less random/more sane generation of initial spaceship stocks and slots owned
  • Smooth out generation, let the server wipe and restart without needing a reboot


AI is eventually planned, but I don't know if I'll have it implemented in time for the initial release.

Posted by Leftley on Wednesday, December 27, 2006 10:58PM - 4 comments / Members say: yea +0, nay -0

Merry Christmas! Hope you like coal.

Since it's a smallish project, I had originally projected a release for Astrobiz by this weekend, seeing as it coincides with Christmas and everything.

Unfortunately, this also means I have less free time to work on and test the game this weekend, seeing as it coincides with Christmas and everything.

So, no release today or tomorrow. I'll possibly be able to get everything mostly done and ready for release by the 26th, so you might be getting a Boxing Day present. Otherwise, it will almost certainly be ready for release by New Year's.

Posted by Leftley on Sunday, December 24, 2006 01:13PM - 7 comments / Members say: yea +0, nay -0

Astrogone fishin'

In the middle of overhauling some rather central systems of Astrobiz. Unfortunately, I've been working some extra hours this week with semester break and all, which means that

1. I haven't had a lot of time to work on Astrobiz, and
2. I've been stuck in work hell for the better part of the day, so I'm not particularly up to working.

Astrobiz testing will be back tomorrow Thursday (development isn't going quite as smoothly as anticipated). Sorry for the delay.

Posted by Leftley on Tuesday, December 19, 2006 06:58PM - 4 comments / Members say: yea +0, nay -0
(Edited on Wednesday, December 20, 2006 07:56PM)

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Project Status

Astrobiz: Current project, working (slowly) on interface issues

Bombard: Rewrite on indefinite hiatus.

Champions of Vargacet: Remake on the shelf, likely next project.

Laser Wars: Rewrite on indefinite hiatus.

Lode Wars: bleh

Nyctophobia: Remake mostly done, still needs sound

Treasure Quest: Due for some tweaking. Expansion project on indefinite hiatus.