We welcome anyone to make pull requests to add their own channels for the GDQ break screens. Any contributions can optionally include credit information for the author of the channel to appear in broadcasts.
Note that having your pull request discussed is not a guarantee it will be accepted, and being merged is not a guarantee that it will appear on a stream.
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Channels must fit inside 1092px x 332px.
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Channels must legibly show the donation total, either in the provided gdqpixel font, or in a font with which GDQ has a license to use and is appropriate to the channel being submitted.
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Donations should result in animations or have some visible effect on the channel.
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If basing a channel off of a game, a reasonable attempt must be made to recreate or replicate the look and feel of said game so that it's clear or obvious to a casual observer.
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No flashing or strobing effects.
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Use of assets from first-party Nintendo games is strictly prohibited.
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Channels may be rejected for using assets from a game too recently developed or still commercially marketed. What constitutes recent or commercially marketed is at the discretion of Games Done Quick.
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Channels that resemble or respond to donations in ways deemed too similar to an existing channel may be rejected.
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Channels that are strictly advertisements will be rejected.
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Channels may be rejected for any other unspecified reason.
Break screen channels are a relatively new addition to GDQ, and are one of a multitude of ways we intend to engage viewers to interact or donate during downtime. That said, a lot of thought has gone into the right way to approach a feature like this, and what is an appropriate or fair way to present and respond to donations.
By their nature as charity events, Games Done Quick events are always looking for more ways to encourage donations, however there is a balance to be struck to avoid applying pressure on people to donate beyond their means. Incentives, prizes and bid wars remain still the primary means of encouraging people to donate, and will continue to be so going forward.
In addition, the break screen's primary purpose is not to be content in and of itself; its main goal is to provide a break between the runs for people to step back or switch off, and people shouldn't feel a pressure to engage during these moments without feeling like they're missing out on something.
As such, our approach to designing break screen channels is intentionally minimal. Donations can advance an animation, result in something fun, or even build towards longer-term goals, but they should still ideally be entertaining and charming without the requirement for donations.
In particular, it is not considered appropriate for channels to have a "fail state" or negative consequence for a lack of donations. The audience should not feel compelled to donate in order to avoid a particular situation from happening in a channel.
Similarly, a break screen that is uninteresting without donations, or which doesn't have a clear action that a donation would result in is unlikely to be accepted. Some events or times of day may see smaller donation levels or engagement, so channels should be built to still work as channels regardless of the actual flow of donations.
Channels can react to certain regular milestones or respond to large donations in a special way, however care should be taken to not have these happen too often, and to avoid making these reactions inordinately emphasize large donations/donators.
For example, the Monkey Island channel includes options for dialogue to play in response to big donations, however all donations still result in a shooting star and there's regular dialogue that will play regardless on a random interval.
Channels can react to donation trains or to donations in quick succession, but it should be in addition to how your channel normally reacts to donations, and shouldn't be solely what your channel is built around.
For example, a channel may be built to simulate the look and feel of a rhythm game, with donations resulting in a note appearing as part of a randomly generated chart. It may be considered appropriate for a channel to emphasize a donation train or donations in quick succession as forming a "combo" and reacting as such, as the basic functionality of the channel still works even with single donations.
GDQ's current layout system---Pratchett---runs inside NodeCG, where all data is stored and synced from in our graphics, such as donation totals and incoming donations. It is recommended that developers familiarize themselves with NodeCG before building a channel.
The preview sandbox in this repository includes a shim that replicates the behavior of NodeCG locally in a browser page.
The graphics themselves are built using React with hooks. Use of use-nodecg hooks is recommended.
On top of the useReplicant
hook provided by use-nodecg, we have an
additional usePreloadedReplicant
hook that will return the current
replicant value if it's already been defined. The only replicants that
are guaranteed to be already defined are the break-channel
, total
and currentEvent
replicants, so this hook should only be used with
those.
Your component will be provided props that contain two functions: a lock() function and an unlock() function. These allow a channel to temporarily prevent itself from being changed until it's been unlocked. This can be useful if there's particular animations that shouldn't be interrupted by a channel change.
Using this lock will not actually pause channel reward redemptions on Twitch, but will instead merely delay the switch over until the channel has unlocked itself. If you need to pause reward redemptions, see the section on the break-screen-lock replicant
The donation total is stored in the "total" Replicant which contains
either a Total
object (as defined in src/types/tracker.d.ts) or
null
.
/*
* NodeCG
*/
const totalRep = nodecg.Replicant<Total | null>('total', {
defaultValue: null,
});
totalRep.value;
/*
* use-nodecg
*/
const [total] = usePreloadedReplicant<Total | null>('total', null);
Information about the current event (which includes information about
the charity or cause an event is supporting) is stored in the
"currentEvent" Replicant which contains an Event
object (as defined in
src/types/tracker.d.ts).
/*
* NodeCG
*/
const currentEventRep = nodecg.Replicant<Event>('currentEvent');
currentEventRep.value;
/*
* use-nodecg
*/
const [currentEvent] = usePreloadedReplicant<Event>('currentEvent');
Donations are received through the "donation" message which sends a
FormattedDonation
object (as defined in src/types/tracker.d.ts).
/*
* NodeCG
*/
nodecg.listenFor('donation', (donation: FormattedDonation) => {
// Do something with 'donation'...
});
// nodecg.unlisten('donation', handler);
/*
* use-nodecg
*/
useListenFor('donation', (donation: FormattedDonation) => {
// Do something with 'donation'...
});
// useListenFor hook cleans up listener automatically.
Subscriptions are received through the "subscription" message which
sends a TwitchSubscription
object (as defined in
src/types/tracker.d.ts).
/*
* NodeCG
*/
nodecg.listenFor('subscription', (subscription: TwitchSubscription) => {
// Do something with 'subscription'...
});
// nodecg.unlisten('subscription', handler);
/*
* use-nodecg
*/
useListenFor('subscription', (subscription: TwitchSubscription) => {
// Do something with 'subscription'...
});
// useListenFor hook cleans up listener automatically.
Chat messages are not directly available to channels or graphics at this time. This may be revisited later, or a solution provided for specific channels on a case-by-case basis.
Whether the change channel reward can be redeemed
on Twitch is controlled with the "break-screen-lock" replicant, where a
value of true
will result in reward redemptions being paused. Some
code may refer to this as a "hard lock" to distinguish it from the
temporary lock.
/*
* NodeCG
*/
const hardLockRep = nodecg.Replicant<boolean>('break-screen-lock', {
defaultValue: false,
});
hardLockRep.value;
/*
* use-nodecg
*/
const [hardLock, setHardLock] = useReplicant<boolean>('break-screen-lock', false);
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Channels should be built using TypeScript. This helps to ensure data and messages are being handled correctly, and to ease with testing.
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Channels should avoid using binary files or proprietary formats if possible, unless they can be easily previewed and/or diffed. Media files are an example that would be allowed.
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While channels need not necessarily be implemented in React, they must at least be wrapped in a React component for use with the rest of GDQ's layout system. They would also have to rely on the direct use of NodeCG messages or replicants---or a NodeCG wrapper library for your choice of framework---to send and receive data.
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It is recommended to format your code using prettier. The repository includes rules for prettier and eslint to match the style of existing code in the repository.
All channels being submitted should be appropriately tested in the preview sandbox to ensure they respond correctly and remain stable over the long term and with various inputs.
- gdq-break-channels uses Conventional Commits