Despite it's relative obscurity, TIGJam Midwest was a big success anyway!
It all kicked off with the Dinowaurs release party/dinosaur costume party. Some friends stopped by with awesome costumes, and shot nerf guns at each other. Photos:
http://flickr.com/photos/aeiowu/sets/72157614318064127/As Greg's poster indicates, the overall jam was centered around the Cockpit Compo. We had about 10-12 devs there total. Here was the breakdown:
Andres from 8monkey Labs (
Darkest of Days) was there working on a flight simulator in the style of the classic Chuck Yeager game. He didn't finish a game, but at this point he has the ability to move the phone around to pilot the plane, a 3d terrain, low-res graphics (128x128), texture loading, and a half-drawn cockpit complete with joystick hands that will eventually move.
Paul from Phantom EFX (
Reel Deal Slots/Casino games) was there working on a solar system simulator game where the player takes the form of an apprentice god who's trying to create planets and a stable solar system. On top of it all, this game runs in Maya itself. We decided it was appropriate for the compo since Maya was the cockpit.
A brief video of it can be found here:
Alan from Lightning Toads (IGF Finalist
3D Lawn Darts), Tyler from Brainpower Labs (
iBonsai), and a few others were working on Brew Bots. That's a top-down robot-battling game where players can design their own bots, create and import Python scripts for AI, and then throw them in a pit to battle them to the death. The AI uses Verve, Tyler's library which utilizes neural networks and other fancy AI stuff to learn behavior in real-time and become a more badass robot. They were able to set up a basic version of the game and have a battle with incomplete AI, which Tyler won.
Justin and Jason from Griffle were there working on a cockpit game that resembled Tie Fighter, but used the Facebook API so that you could shoot pictures of people in your friends list that were flying through space.
And lastly, Greg, Mike, and I were working on
Monseigneur Cockburn: The Judgening of 1933 (
Play MCTJ 1933 here). Basically what happened was that we wanted to test a first-person-pecking mechanic, and Mike decided to take the opportunity to learn Papervision with it. It just worked, we fell in love with Papervision, and MCTJ 1933 was born as the result of our man-love.