Oh boy, I am entering the most difficult phase of production: the initial version is about to be completed. Most of the time in the development I spend with other things than designing the app. It was mostly about developing tasks like reading files, writing files, flipping views.. All that dull tasks, that had to be done anyway. And it really seems, that only last days of the schedule (now) is there to actually “design” interaction and that kind of things I have in my mind for weeks. Things, that keep stressing me, is the balance of the first release: are there enough features in the editor to not bug the first buyers and testers? Or will it make sense to improve and add features, at the price of delaying the release again? At least updates will be for free (unless there is some really major changes going on). The more incremental kind of developing would not to delay, but to release. I will beforehand grab some testers anyway…
March 26, 2010 http://digitaltools.node3000.com/blog/2391-love-a-not-so-massive-multiplayer-game
Love – an indie online multiplayer-game, that look absolutely cool! “Love” created something, I am still speechless about. It fits a style, I never seen before anywhere. Feels a little bit like walking through an impressionist-painting, with little dashes of magic runes, Myth and something like Monkey Island. The online-multiplayergame got also something more interesting. Beeing indie, resources are limited. You pay 10 Euros in advance for one month of play – but only a limited number of players is allowed to play the game. The world is constantly changing, though the building abilities from the players. Looks like a very interesting project, we should keep an eye on it. There is a fantastic widescreen introduction video available.
The reasoning about the business model also absolutely makes sense to me. I meanwhile see it like Eskil Steenberg (Quelsolaar) and really hope to see the death of the “low-end ad-market” soon, that makes you drive millions of page impressions on crappy websites – just to get half of you living cost. Quality is not about cent-money. Quality is here to stay.
The game 1924 has a nice twist, besides in being in pure grayscale colors. I don’t want to spoil you here, but if you play the game, just look out at the interaction of the game-mechanic and the (potential) storytelling attitude. This can get much further. And ah, the music is also great at 1924. Happy tune, happy play. Like it.
The reactions to this game “Robot Unicorn Attack” maybe diffrent, but it somehow feels like a unique gaming experience. A little bit like a jazzed up Canabalt on steroids. Music, colors, dynamic and the more spacial leveldesign (compared to Canabalt) absolutely support the experience. (via)
Update: I sometimes experience problems with the controls ingame. Sometimes unicorn jumps, sometimes not. Then it was “y” instead of “z” doing the jump. Does anyone having the same problems? Please fix that!
Oh yes, we all love Cave Story. That’s for sure. This indiegame hit the internet several years ago, and those who tried the game (I am sure) can remember the first time, they fall into the game. Simply a remarkable game! Now, in this video, Pixel speaks about the creation process of Cave Story, that is also unique on its own and still inspiring. At the same time Nicalis producer Tyrone Rodriguez talks about the development process of the Wii Ware title. A happy meal for everyone who love to hear about game design – and as far as I know, the first “public appearance” of Pixel! Yay. (via) (via)
This year at the Cologne Commons, Conference and Festival for Creative Commons issues, I will care for a little bit of theory. We want to release an eReader, that covers various topics about “status quo” and “quo vadis” of Creative Commons, free content, small and large scale economies and community driven stuff, in order to provide new perspectives on content and the internet. The reader is planned to be in German, but let’s see, what direction it will take. If you want to contribute, feel free to contact me or leave a comment. You can also straight over to the official call for papers-page at Cologne Commons.
This year at the Cologne Commons, Conference and Festival for Creative Commons issues, I will care for a little bit of theory. We want to release an eReader, that covers various topics about “status quo” and “quo vadis” of Creative Commons, free content, small and large scale economies and community driven stuff, in order to provide new perspectives on content and the internet. The reader is planned to be in German, but let’s see, what direction it will take. If you want to contribute, feel free to contact me or leave a comment. You can also straight over to the official call for papers-page at Cologne Commons.
March 12, 2010 http://feedproxy.google.com/~r/scnclr/~3/U2wCRP4jlAg/153-some-works-from-2004-2006
I’m leaving for San Francisco tomorrow. Even though the game is still not quite done, I’m happy with the progress I made. Yesterday we did the mastering of pretty much every audio in the game. So at least the audio part is done and if we get lucky it might be in a final state [...]
March 5, 2010 http://feedproxy.google.com/~r/scnclr/~3/hqc6l_qcY8c/144-something-like-food
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