2006 PGD Annual 'The Big Boss' Game Programming Competition

By: Dominique Louis

Abstract: Details about this year's game programming competition being held over at https://www.pascalgamedevelopment.com/

It's that time of year again, following on the from success of the 2005 competition, the annual Pascal Game Development game programming competition is getting underway.
You can register for the competition here!!
The competition details are as follows...


This year's game theme title is 'THE BIG BOSS'! Each team or individual will design a game that features levels and bosses to challenge at the end of each level. You will do this in a series of stages each with a set deadline and set of goals to complete for that stage by that deadline.

All the stages are setup to give you an overall progression to follow with the development of your game. Do each set of goals in turn and don't fall behind on deadlines! The idea is to help teach you to stick to a development road-map that will not get you side-tracked and to plan, design and develop under a steady schedule.


This year's competition is sponsored by: 3Impact.com, Borland, Delgine 3D Tools, Firelight Studios, Lazy Dog Software, Savage Software Solutions, Spiral Graphics and the PGD Team.

The Rules:

REGISTRATION: All competitors must register to compete. We will nee your full name, email address and mailing address to be able to contact you and send you any prizes that you win. You may register as a team or as an individual. We will ask the team leaders how they want their prizes split in the case of teams' winnings. All this information will be kept private and will not be used for anything other than this competition!

PASCAL: All entries must be made using Pascal, Object Pascal or any of the Pascal-based languages available. The most popular of these compiler aned IDE tools are Delphi, Kylix, Free Pascal, Lazarus and Dev-Pascal.

GENRE: Pick and game genre you wish. Either 2D or 3D graphics is fine. Just make sure whatever game you create is organized into LEVELS and has BOSSES your player(s) go(es) up against. All else is open for your creativity.

PLATFORM: The only platforms we will be accepting games for this year will be Win32 and Linux. We were unable to provide a MacOS X system this year.

OPEN SOURCE: This year we are letting the competitiors choose to include source or not. This will allow the games created in this competition and their engines to be used for commercial use afterwards. The option is yours, but you don't have to include it to compete this year.

SYSTEM REQUIREMENTS: You will have to design to the judges hardware specs. If they cannot run it, then they cannot score or check it. See below for judges hardware and operating system specs.

To be sure that your game will run on the judges hardware by the next deadline, make sure you submit early enough to make the nessissary changes to meet it with a working copy, as you will not be able to make any changes for that submission after the deadline.

STAGES: This year we will be breaking the competition into several stages. Each stage will have a set deadline. Each stage you will be given a set number of development goals to complete which will each be worth a set amount of points.

If you have any number of incomplete goals, you may still continue until the end!

SCORING FOR GOALS: The first stage (the planning stage) will not be scored. Each stage after will be scored as FULL points or NO points for completed and incompeted goals. If a goal is partially completed, it will be scored as incomplete and awarded NO points.

FINAL SCORING: After all the stages are complete and the final submissions are uploaded the judges will then begin awarding each entry with scores for each of # categories; graphics, sound & music, sability & lack of bugs and fun factor.

SUBMISSIONS: You must submit a working executable on or before each stage deadline to show your completed goals. If no entry has been submitted by the deadline all goals for that stage will be considered incomplete and NO points will be awarded.

Each submission will be either a single archive, compressed with a common format(Zip, RAR or GZip), that contains the executable and ALL other required game data and library files that are CLEANLY organized within OR a single installer that will both install and uninstall cleanly.

The easier it is to setup and run you game on any Linux or Windows system, the happier the judges will be about trying your entry!

The Stages:

Stage 1 (1 week): Jan 15th - Jan 21st

Planning stage! Plan your game, your engine, level editor and your initial project deadlines, resources, etc...

Stage 2 (3 weeks): Jan 22nd - Feb 11th

Goal #1 (5 Points) - Make a basic playable game engine.
Goal #2 (5 Points) - Make a basic level editor.
Goal #3 (5 Points) - Create a simple level with editor to test (and show off) the engine features.
Goal #4 (5 Points) - Include a basic documentation of user controls.

Stage 3 (3 weeks): Feb 12th - Mar 4th

Goal #1 (5 Points) - Add basic enemies to game engine.
Goal #2 (5 Points) - Add player pick-up items/weapons to engine.
Goal #3 (5 Points) - Design a better level to test out new features.
Goal #4 (5 Points) - Provide an 'exit' for the level.

Stage 4 (3 weeks): Mar 5th - Mar 25th

Goal #1 (10 Points) - Add a boss to your level that you fight to finish the level.
Goal #2 (10 Points) - Basic 'game over' death sequence. Player must be able to die.

Stage 5 (3 weeks): Mar 26th - Apr 15th

Goal #1 (10 Points) - Engine must allow you to play more than one level per play. Design a minimum of 2 levels to be played by optional selection or in sequence.
Goal #2 (10 Points) - Add basic menus, game options and settings.

Stage 6 (3 weeks): Apr 16th - May 7th

The last run for it!

Add to your game any way you like,the final result must have:

Goal #1 (2.5 Points) - Create a min. of 3 playable levels.
Goal #2 (2.5 Points) - Add game music and sound effects.
Goal #3 (2.5 Points) - Have a game splash screen showing your game's title.
Goal #4 (2.5 Points) - Add an in-game list of credits listing all involved of it's development.
Goal #5 (2.5 Points) - Have a minimum of 2 mini-bosses you must fight in the game.
Goal #6 (2.5 Points) - Have a minimum of at least 1 kind of enemy per level.
Goal #7 (2.5 Points) - Add an ending sequence of some kind.
Goal #8 (2.5 Points) - Add and design The Big Boss at the end of your game that is tougher than the mini-bosses.

Final Scoring:

Stage Goals (Stages 2-5 Tallied) - 100 Points x 3

Graphics (Judged Score) - 100 Points x 3

Music & Sound (Judged Score) - 100 Points x 3

Game Stability (Judged Score) - 100 Points x 3

Fun & Innovation (Judged Score) - 100 Points x 3

Total Score -       / 1500 Points


1st Place

- A copy of Borland Delphi 2006 Architect - $3,490 USD value
- A copy of Userbase from Lazy Dog Software - $60 USD value
- PGD & Savage Software Solutions Ltd. will sponsor the team that wins for the full entry fee into the 2007 Independant Game Festival!

2nd Place

- A free Shareware Licence for FMOD playback engine from Firelight Studios - $100 USD value
- A Licence for the 3Impact Game Engine from 3Impact.com - $99 USD value

3rd Place

- A copy of DeleD Pro from Delgine 3D Tools - $63 USD value
- A copy of Genetica 2 from Spiral Graphics - $399 USD value

Best Of Categories (Best Graphics, Best Music & Sound, Most On-Time, Most Innovative)

- A specially designed, one of a kind Coffee Mug stating your game's winning category! *

* Graphics designed by Alexander Rosendal and materials & printing supplied by CafePress.


Dean Ellis

1) Desktop: 700MHz AMD Duron, 400 MB RAM, nVidia GeForce4 128, SoundBlaster AWE 64, running Gentoo Linux and Windows XP. *
2) Laptop: 3GHz Intel Pentium 4, 704 MB RAM, ATI Radeon IGP 345M, Conexnt AMC Audio, running Windows XP only. *

* Both will have a Logitech Attack 3 Joystick!

Dominique Louis

1) Desktop: 2GHz AMD Athlon, 256MB RAM, Video ____, Sound ___, running Windows 2000 SP4 and Mandrake Linux 10

2) Laptop: 2.5GHz AMD ___, 512MB RAM, Video ___, Sound ___, running Windows XP SP2 and SuSE Linux 10

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