On Mon, Sep 13, 2010 at 11:27 AM, Cedric BAIL <[email protected]> wrote:
> On Wed, Sep 8, 2010 at 4:57 AM, Gustavo Sverzut Barbieri
> <[email protected]> wrote:
>> On Tue, Sep 7, 2010 at 11:06 PM, Bruno Dilly <[email protected]> wrote:
>>> On Mon, Sep 6, 2010 at 2:20 PM, Gustavo Sverzut Barbieri
>>> <[email protected]> wrote:
>>>> Hi all,
>>>>
>>>> I'd like to call a request for comments on the idea of a day to unite
>>>> and create some simplistic games and demo, the old-fashioned way. The
>>>> purpose is to provide some real use for our EFL other than E17 also
>>>> with a nice showcase to use later.
>>>>
>>>> = Introduction =
>>>>
>>>> The idea came up during my long away from computer period, where I had
>>>> plenty of bus and plane times to think and reflect, analyse the
>>>> current situation and the competition.
>>>>
>>>> I got an iPhone 3GS to investigate the competition and checking the
>>>> most "bought" (paid AND free) applications they are basically very,
>>>> very simple applications... some remembers me my young days where I
>>>> did lots of demos in MS-DOS assembly.
>>>>
>>>> The list of applications varies a lot with time and world events,
>>>> during the World Cup the clear winner were a vuvuzela that was a
>>>> single button that played the annoying noise, and some more evolved
>>>> variations that had animations or different sounds to choose. Another
>>>> classic was iFart, in the similar way. Some use the
>>>> accelerator/compass present in the device to simulate beer in a
>>>> bottle, some are new versions of xbill that you kill ants or even
>>>> explode bubble plastic nodes.    These are very, very much like MS-DOS
>>>> demos that we drawed some fancy graphics using int10 or played some
>>>> music with pc-speaker... then nostalgia knocked the door and I
>>>> remember how cool was to write these demos in 10 minutes or often 1
>>>> hour, often less... even when we had no frameworks and had to do our
>>>> own line drawings!
>>>>
>>>> Other huge amount of apps are games. But not high performance 3D FPS,
>>>> rather simplistic board games such as chess, tic tac toe, minesweeper,
>>>> bejeweled, sudoku or very simplistic yet addictive "infinite" games
>>>> like Dash!Dash!Pengy!
>>>> (http://www.meridiande.com/big5/main/page_top.php?id=18&lang=tw&frame=game&gameid=31&noB=2,
>>>> think about Atari's enduro with revamped graphics).   Nostalgia hits
>>>> back with a "WTF happened to software development? These are all 1-day
>>>> coding games, few hundreds lines of code... yet we don't have them,
>>>> and if people try to do then we end with unfinished monsters!"
>>>>
>>>> So the idea to call for a day to unite and have some fun doing these
>>>> simplistic games in an old fashioned KISS way. Not doing frameworks,
>>>> scalable, multiplayer, networked or nothing more than the game bare
>>>> principles in the simplest and smallest way possible.   Gosh, some
>>>> developers can't code a simple tetris with a fixed amount of memory
>>>> today, contrast that with people which wrote that in cheap hardware
>>>> logic dozen years ago!
>>>>
>>>> = Proposal =
>>>>
>>>> 1. Create a wiki page with the ideas and hints, maybe enhance it later
>>>> with tips and tricks on how to do the games:
>>>>
>>>>    http://trac.enlightenment.org/e/wiki/KISS-DemosAndGames
>>>>
>>>> 2. Agree on a date and join IRC for that period. We don't need much,
>>>> around 4 hours should be enough to get something out.
>>>>
>>>> 3. Review the developed code, suggesting changes to make them better.
>>>> Commit the results to SVN.
>>>>
>>>> So what do you think?
>>>>
>>>
>>> I'm totally in!
>>> Maybe choosing a Saturday will make easier to get more people
>>> involved, as it's more acceptable to be awake anytime (avoiding zone
>>> differences issues)?
>>>
>>> And despite we don't need to worry about graphics at that moment, it
>>> would be good to have contributions on this area later. Games with RGB
>>> (red or green or blue) rectangles (aka rusty art movement) are OK to
>>> start the development but won't be funny to play, and consequently
>>> won't be attractive for developers, imho.
>>>
>>> So if you have artistic skills or designer employees, there is a
>>> chance to contribute. ;)
>>
>> Well, the same way we contributed efenniht we could help with game
>> graphics, maybe those could attract more interested people... and
>> maybe it's less ambitions and we can finish on time (/me looks at
>> tiago!)
>>
>> anyway, if you look at maemo games, those shipped by default, they
>> were all quick work done at INdT, they look amazing and I guess they
>> are the only piece that remain unchanged since first maemo device
>> (Nokia 770). We could help the same way with these games.
>>
>> Last but not least, the code/dev proposal will happen on people's free
>> time, so we cannot force designers... but we could try to engage them!
>> You sit in the same office as Marina, maybe you can persuade her and
>> with luck she could persuade some friends!
>
> Don't know if this fit the goal of this thread, but maybe we can take
> UI from other project and provide EFL code for them. I am thinking in
> particular to http://www.frozen-bubble.org/ . It's a nice looking and
> addictive game, but it consume a lot of ressource when it shouldn't.
> Many open source project do try to rewrite their own custom rendering
> code, but this consume a lot of ressource for them. By providing code
> that show how the EFL can help them, maybe we can attrack some of them
> with such idea also.

This is a good approach, particularly for SDL games where they have to
do their own stateful canvas engine over SDL's "raw" framebuffer
primitives.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--------------------------------------
MSN: [email protected]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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