Wolverine Soft 48-Hour
Game Development Contest 2
The theme is RELAXATION.
You can include this theme in any manner, form, or sense of the word that you wish. Just make sure you are able to explain how your game relates to the theme.
Wolverine Soft would like to thank the following companies that provided prizes for the 48-hour contest two years in a row:
- Electronic Arts provided eight games! Thanks to Colleen McCreary and Phillip Gee for helping us out and making this possible.
- OneUp Studios donated three copies of their album The Very Best of Sega. Thanks to Mustin for his generosity, and check out their other albums at their website.
Thanks to these companies' generosity, everyone that participated received a prize, and after 48 hours, everyone really deserved it.
ResultsHere are the results of the contest:
1st Place: Blobby Waters - Dave Ratti and Andrew Chi
2nd Place: Floc - Jim McCann and Mike Samples
3rd Place: Dr. Feelgood - Pete Knepley and Hussain Dar
4th Place: Squatter House - Phil Smith, Andrew Pinson and Nate Bonham
5th Place: Dream Invasion - Bryan Abbe and Laura Dodd
The games will be completed and polished and posted on the website shortly.
- 8:30pm, Sunday - Judging: 1, 2, 3, 4, 5.
- 2:00pm, Sunday - 6 Hours Remaining: 1, 2, 3, 4, 5.
- 1:00am, Sunday - More Pictures: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12.
- 8:50pm, Friday - Pictures of The Beginning: 1, 2, 3, 4, 5.
- 8:00pm, Friday - The development log template is here. Please fill it out as you go.
- 8:00pm, Friday - The contest has begun...
- 12:00am Monday - Here are the contest flyers we posted around campus: 1 2 3.
WHEN: 8:00pm October 29th to 8:00pm October 31th
WHERE: Windows Classrooms 1 & 2, 3rd Floor, Duderstadt Center, North Campus
WHO: Contest is open to all current University of Michigan students, and current Wolverine Soft members
WHY: Fun, Fame, Fabulous Prizes!
Wednesday, October 27th, 7pm - Pre-Contest Workshop, Windows Classroom 2, Duderstadt Center.
Learn some tips to designing and building a game in 48-hours, learn the basics of using DX framework to make a game, get familiar with the software loadset, pre-register, ask questions, etc.
- Sunday, October 31th, 8pm - Judging and Award Ceremony 3rd Floor Media Union.
- Wednesday, November 3rd, 6pm - Game Post-Mortems 3rd Duderstadt Center. Come talk about your experiences during the contest, what went right, what went wrong, what you like best about your game. Hear others talk about their experiences.
Registration, Suggestions and Questions
Frequently Asked Questions
"Do I have to be present the entire 48-hours?"
No. You only have to create your code and artwork on-site. Feel free to go home to sleep, shower, eat, etc.
"I'm an artist and/or musician, can I still enter?"
Yes! We are definitely looking for artists and muscians. The best thing about video games is how they are such a convergence of so many different aspects--art, science, technology, music, creativity and entertainment-- and we're really trying to promote that during the contest. Hence, all of these aspects will be considered as part of the overall game evaluation.
"I would like to work on a team, but I don't have a team. What should I do?"
No problem! Just let us know that you want to be paired up with someone when you (pre-)register.
"I don't know how to program games, how can I participate?"
Don't worry! We can put you on a team of veterans, so that you can get some good experience and guidance. Think "Lead/Assistant Programmer" paradigm from The Mythical Man Month.
"What software do the Media Union machines have?"
PC Training Rooms
Advanced Graphics Room
Rules are subject to change. (especially lists of allowed libraries and platforms.)
Contest Coordinators will have final say in all disputes.
A theme will be announced at the beginning of the contest. Contest participants must incorporate this theme into their games and will be scored on how well they accomplish this. Entries which do not incorporate the theme as a central part of development will be disqualified. Contest Coordinators will be available to consult on theme usage.
Contest is open to all current University of Michigan students, and current Wolverine Soft members, with the exception of the Contest Coordinators. You do not have to know how to program computers; we strongly urge artists and musicians to enter. Those who wish to participate are urged to pre-register.
All entrants must register with the Wolverine Soft Contest Coordinators before they can enter the contest. Registration is open from now until the end of the competition. You may register with a coordinator onsite during the contest, however participants are urged to pre-register. To pre-register, send an email to wsoft-contest AT umich DOT edu with the following information:
- Skills:(Be specific! e.g. DirectX, SDL, 3D Modeling & Animation, any pertinent classes you have taken, etc.)
- Number of Years Programming:
- Number of Games or Game-related Projects Created:
- Teammate: (Optional. You may include one teammate only. Make sure your teammate includes you in his/her registration as well.)
- Please indicate whether you would like the contest coordinators to assign you to a team, or whether you will be entering as an individual.
Please be as accurate as possible. Also, feel free to include any libraries or platforms that you would like to submit for approval (see lists below).
The size of teams may range from 1 to 3.
Coordinators will help create teams for individuals who want to work in a
team, but did not pre-register with a teammate.
Individual entrants inexperienced at game development may choose to be assigned to existing teams by the Contest Coordinators. The Contest Coordinators will decide if an individual is "inexperienced".
All programming and art must be created onsite, during the 48-hour period.
Music that is developed during the 48-hour period can be produced and
recorded off-site. Participants may bring in laptops, desktops, consoles,
or any other development environment that they wish.
Participants may attend the pre-contest workshop on Thursday to familiarize
themselves with the computers and software available. For more information,
see the "Supplemental Events" section at the top of this page.
Participants must keep a development log as they work on their entry. This should include development milestones, TODO lists, major design decisions, etc. A simple text file is sufficient. We need to know what you were working on when, what you wanted to do but couldn't fit in, what went right and what went wrong. Keeping this log will also assist you in giving a post-mortem for your game project. For more information on post-mortems, see the "Supplemental Events" section at the top of this page.
A dev-log template file is available here (right click and "Save As...")
Entrants may develop games for any platform they wish, provided that they
can be played in the Duderstadt Center, use approved libraries, and that the platform
is available to all participants for playing (judgment of) their final game.
In the case of a MOD, a copy of the original game must be available to
install. (MAKE SURE THE INSTALLER WORKS ON A CAEN MACHINE, OR MAKE
PLANS WITH THE CONTEST COORDINATORS!)
If you are willing to provide a non-Win32 PC platform (e.g. dev-ready Xboxes, PS2's, GBA's w/flash cartridges, etc.), please let us know.
Available Platforms Onsite:
PC Training Room Loadset
Advanced Graphics Classroom Loadset
... (more as wsoft members/contest entrants provide more platforms)
All code and assets must be created within the 48 hours of the competition,
with the following exceptions. Outside music and sound effects will be
allowed. Copyrighted music may be used as long as the entrants ask for
permission from the copyright holder. They do not have to receive a response
within the 48-hour period, but they must receive permission before we can post
the game on the WSoft website. (If they are unable to receive permission, they
must remove or replace the copyrighted materials.) Sound libraries (outside
sound effects) may be used, as long as they are publicly available, and listed
Publicly available code libraries will be allowed, provided they are approved by the contest coordinators and listed below. If you have some personal, general code that you would like to use (e.g. DX or input device initialization routines, collision or physics routines, etc.) package your code as a library, and post it on your AFS webspace or send a .zip file to the coordinators for approval.
Things that will help your library be accepted: clean code, informative comments, additional documentation, submitted before the contest begins, the more generally useful code, the better, and make sure it compiles without error! Remember, it has to be available to everyone else to use.
Submit http links and .zip files of libraries to be approved to wsoft-contest AT umich DOT edu
(suggest additional ones!)
DX Framework (Engine Engine) Pre-Contest Workshop DX Framework Demo
MFC (Microsoft Foundation Classes)
KnepleyLib (DX8/mouse/keyboard inits, simple 3D collision, interface to BASS lib, max plugin for texturing, max script for outputing geometry)
DrattLib v1 - Download the .tar for a MSVS solution with all the stuff you need to get started. (singleton class, dot & cross products, openGL code for sphere, box, and skyboxes, ODE code for ball, box, and camera)
DrattLib v2 - DirectX 9 inits, scene graph, fluid simulator
libalexniws (framework illustrating basic calls to SDL/SDL_mixer/OpenGL, including initialization, basic 2d geometry with texturing, uncompressed TGA loader, SFont support)
libsworderation - Basic SDL initialization, utility stuff, texture loading with ImageMagick + texture cache to improve performance, font rendering with texfont, menuing system framework, basic highscore framework, basic particle framework, byte-stream-based file framework.
libtchosdl - The barest of bare SDL skeletons + some code for .obj file loading, basic texture loading, 3d vector class. Linux only.
OGRE (3D API)
Crystal Space (3D API)
Blender Game Engine (3D API)
PIL (Python Image Library)
Lightweight Java Game Library (OpenGL/OpenAL wrapped)
GLUT(OpenGL Utility Toolkit)
Open Scene Graph(Cross-platform graphics stuff)
OpenGL Performer(More cross-platfomr graphics stuff)
Demeter(3D terrain engine)
libmng(read/write Multiple-image Network Graphics)
BASS (Audio API)
DUMB and DUMBOGG (audio)
Core Audio (Mac Audio API)
libmikmod(.mod, .s3m, .it, and .xm library)
Boost (C++ Libraries)
TinyXML (XML Load/Save API)
INFORM (Text-adventure engine)
Adventure Game Studio (graphical adventure game engine ala King's Quest or Monkey Island)
ODE (physics lib for rigid body dynamics)
DevKit Advance (GBA)
Mods of Commercial Games
Submissions must be downloadable .zip archives.
Submissions must be under 50 MB. Final product - not including starting ingredients. (but try to keep them small, don't use uncompressed audio, use .png's instead of .bmp's, etc.)
Submissions must include a copy of or link to ALL "starting ingredients" including SDK's, libraries, etc. (a separate .zip file from submission, or hyperlinks)
Submissions must include an HTML or text info document containing:
- Project name
- Project team members
- Project description
- A paragraph or so describing how the game fits into the theme of the contest
- Project "ingredients list"
- Full credit for any libraries and anything else on the ingredients list
- Project screenshots
- Submissions must be freely redistributable (and will be posted on the Wsoft website)
Submission forms will be available at the event.
The final game submissions will be judged by a panel selected by the
Wolverine Soft Contest Coordinators.
Additionally, each participant will write down and submit his/her top 3 (not including his/her own) favorite entries. These votes will be factored into the evaluation.
Assistant Professor in Electrical Engineering and Computer Science.
Teaches EECS 487 - Interactive Computer Graphics.
Associate Professor in Electrical Engineering and Computer Science.
Co-teaching EECS 494 - Computer Game Design and Development.
Visiting Assistant Professor in Digital Media Studies.
Taught FILMVID 460 - Video Games: Form and Culture.
Currently teaching FILMVID 367 - Portraits and Landscapes in Digital Media.
- Jay Semerad, University of Michigan graduate and Wolverine Soft member. Currently doing freelance audio work and coordinating the Southern Michigan IGDA chapter.
- Hayden Cacace, University of Michigan student and current Wolverine Soft President.
Entries will be judged on the following criteria:
- Adaption of Theme
Prizes will be awarded to the 1st, 2nd, and 3rd Overall Best Games, and there may be prizes for various special categories.