After a brief intermission, we is back with another competition in the hizzle f’shizzle… say hello to the TIGSource Cockpit Compo! We’ve all seen games that featured a cockpit of some kind – some of us have even played and loved a game with a cockpit in it. But let’s face it, it’s still a relatively underused concept in games.
Whether you’re in a plane, a car, a mech, or even a human being, cockpits act as a powerful HUD or second screen between you and the rest of the game. They can be props that add a sense of dynamism and realism to a game, and they can provide visual data. They can also be interactive. As usual, we’re keeping the rules pretty vague for this compo – how can you make a cockpit work for you?
The competition begins this Sunday, and ends on March 29th, a week after GDC. See the compo page for rules and examples!