View Full Version : 72HourGDC 11 hours left

06-27-2004, 10:59 PM
Posting at the 2 extremes of the competition....hehe

Well, our game's gone pretty well, not going to be 100% finished, but we also chose an extremely ambitious project.

If you want to see pix from the compo so far, you can check 'em out here:


in the junecompopix folder. There's also a bunch of other stuff from the competition that i've put there.

But yah, there's some screenies, i'll paste a link to the game in 11 hours!!!

-over and out, gotta finish the cannons in the menu

06-27-2004, 11:09 PM
game looks pretty nice! i hope you win.
but i have one question...

what can keep you from developing the game before the competition starts?

06-27-2004, 11:15 PM
The fact that they don't find out the theme until the competition starts.

06-27-2004, 11:17 PM
we have a huge list of themes, and don't find out what it is till the second the compo starts, then we have to start working right away

also, we kinda go on an honor system, code/gfx/music-wise that you didn't make anything beforehand

and also, there's no prizes, so there's no incentive to cheat, hehe, it's just a fun competition

06-27-2004, 11:18 PM
The fact that they don't find out the theme until the competition starts.

but I am quite sure a few people already have renderers(both 2D and 3D) that they can simply add in. Is it just that there is the , " That person could not make a full BSP based collision system and a game based around it in 72hrs" aura about those that do cheat?