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Archive for the ‘Indy’ Category

Under the Ocean…

21 Dec

Take a look at this very impressive effort by few guys… This is the 5th development blog for this game, a spiritual sequel to 2010’s “Under the Garden”…

 

Very neat stuff there!

You can check out the game and contribute to the development effort (which gives you access to the Alpha, it seems) at their website.

 
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Posted in Games, Indy

 

Some links

30 Nov

Hi guys!

I’ve been absent, but so you all know that I’m still alive, I’d like to share some links I’ve found around the interwebz!

First off, something awesome: A link to a Gallifreyan translator! For those that don’t know, Gallifreyan is the language of Gallifrey, Doctor Who’s home world… Yep, this is a geek as you can get… Gallifreyan looks pretty cool… Here’s my name:

Diogo de Andrade Gallifrey

Awesome, isn’t it?! Smile

I know the language is basic alphabet substitution, arranged with some mathematical logic inside a circle, but it just looks gorgeous!

Link number 2, a game: Skrillexquest. It is endorsed by the dubstep artist Skrillex (which I quite enjoy, I admit), and it features his music mashed up with a 3d Zelda concept, in a corrupted 8-bit world… I actually like the aesthetics more than the music (although I like Skrillex, I don’t think the music fits that world). It’s a quite short game, and you can play it on the browser, so go for it!

Finally, me and Rincewind are probably going to take part in the Indie Speed Run 48-hour competition. While similar to the Ludum Dare competitions, it has some differences that are interesting (you can use previous code, you can choose the 48-hours you’re going to work on the game which prevents scheduling issues), but best of all, it’s going to be judged by the likes of Ron Gilbert (Monkey Island), Markus Persson (Minecraft) and Ben Croshaw (Zero Punctuation), amongst others I don’t know that well… So I’m excited about that, and I’m trying to clear 48 hours of my life for this…

Catch you guys later!

 

Follow…

04 Oct

Although it seems that way, I’m not dead… More shake ups in my personal life, and professional life is quite intense with the deadline for 3 projects looming… I love the sound of deadlines as they woosh past me… Smile

Anyway, for the sake of an update, check out this small game, done for a LudumDare 48 hour compo (think it was #22), which is quite interesting: /follow

The game is simple and well built… I’ve tried it back then and I liked it, but I was cleaning my bookmarks and found it and decided to share with you guys…

Next weeks will be very complicated as well, so don’t expect many updates here…

 
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Do we need sad stories?

04 Jun

This weekend I finally had time to finish “Limbo”:

Limbo_Box_Art

In case I’ve never mentioned Limbo, it’s an indie game, with a very interesting black and white aesthetic, which tells the story of a dead boy that’s wondering through limbo looking for his dead sister.

From a game mechanics point of view, the game is utterly brilliant, a lot of fun to play!

But the game also made me wonder about if we (as a community) need sad stories… A lot of the indie scene is fascinated with stories with sad undertones, “bad” endings, etc; the reason why is probably rooted into an act of rebellion against the establishment (that basically only has happy endings, where the player wins at the end), or just because that’s usually what people want to express (look at the music scene in the last 20 years!), since pain and sadness hits us human beings harder than happiness.

But my point is not so much in why indies use this as a theme, but more about the necessity of such things… Before I start, I just want to say that I don’t have a clear answer about this… when I wrote some stories or songs, I also tend to go towards the darkest places of the human psyche, because they appeal more to me… So, this is not to be taken as a criticism, but just to open a new avenue of discussion and thought…

Sadness is an integral part of life… Everyone has felt sadness in their lives, and it’s well accepted as part of the growth and learning process. But my question is, do we actually need it in our games?

I was thinking that while playing Limbo… The setting is a beautiful yet dark place, and the story is as dark as they come (although that is debatable, since you don’t have as much exposition as most games, so your interpretation of what you see can be different of mine, very subjective), and yet, I had fun playing the game… Isn’t the sadness balanced out by the fun? Maybe that’s the design, but there’s a part of me that feels “bad” for having fun playing a game about a dead child…

Of course, we can add to the game a kind of moral, which is “sometimes, no matter what you do, the outcome is still terrible”… But is that a lesson we need from games? Isn’t that something that life teaches us, even if we don’t want to?

We can defend this type of expression by stating “games are art, and art should mimic life”, but isn’t that concept more applicable to non-interactive mediums? When you look at a painting of a sad situation, you’re looking as an observer, you’re asked by the artist to contemplate the sadness and to be transformed by it, transformed by something that is happening to someone else… In an interactive medium, you’re asked to be part of the sadness, to experience it… One can argue that it is just an extension of the same principle, but more effective, more “brutal” in its expression. But the problem with this approach is that you’re asked in a game to have fun with your own sadness… might be a good lesson, but it may be a painful one?

And, if all games go all sad and broody, won’t we at certain point lose the empathy with the sadness, like we are desensitized by violence?

Note that there is a difference between a sad story and a sad ending… Take the example of “Mass Effect 3”… The ending is sad (culminating with the death of the main character), but the story is not sad; much to the contrary, “Mass Effect 3” is a story about overcoming impossible odds, by sticking to your principles, etc… And victory is ultimately achieved, with the sacrifice of Shepard. So we can even make the argument that it is a good ending, not a sad one, since the sacrifice had a purpose (I’m ignoring the fact that it was terribly executed because that’s beyond the point).

I have nothing against sad endings (and not even against sad stories, just like thinking about it), but a pertinent question arises: do we, as a society in general, and as people that appreciate games as an artistic endeavor in particular, need sad stories? Do they serve an actual purpose, like old fairy tales served as cautionary tales, or is it just an exercise in difference?

This won’t make me popular in the indie community, but it seems to me that indie developers and indie gamers are kind of obsessed with sad stories… look at Braid, Limbo, Passing, Dear Esther…

Of course, this is just a part of the expression… Look at Super Meat Boy, Frayed Knights and many others to see the exact opposite of that; but I fear that the sad games are more popular than the happy games, which makes me think that maybe there’s a market there, there’s people that actually want to play sad stories, to feel alongside the characters in the game, maybe to experience a type of melancholy they normally have absence from their lives, or maybe to feel a melancholy that makes them feel like someone, somewhere, understands them.

Since I’m an escapist by nature, I play games to have fun, to be entertained, so I guess I take those sad stories as an infringement on my happiness (although I can’t stress this enough: I had a lot of fun playing Limbo, I just felt “guilty” at the end!).

I feel this will be a discussion for the ages, with people on both sides of the barricade, but to be honest, I think it’s one of the best discussions about games, one that elevates games from simple “toys” to actual art.

 
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Realm of the Mad God

20 Feb

Now this is how you make a good game with little resources: Realm of the Mad God!

A lofi dungeon crawler that you play on your browser, with charming 8-bit art done by Oryx (at least I think I recognize the sprites)…

Give it a try, it’s really cool!

 
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Designing RPG systems…

24 Jan

New blog post over at Spellcaster Studios, about the initial work for the RPG system we’re going to use on “Grey”: equations are fun! Smile

On a completely unrelated note, if you haven’t already, try BIT.TRIP RUNNER… Excellent game, I picked it up with the Humble Indy Bundle 4 and it was worth the money just for this one… Fun game when you have 10 mins to burn in front of your computer, although it can be very frustrating… The integration of music and gameplay just adds to the enjoyment (of course, if you’re not a fan of electronic music, you might get the urge to kill yourself after 10 levels)…

It’s available for Wii, PC, Mac and Linux, so you can choose your platform (would be win on smartphone as well, I think!)

 

Work is not allowing me to work!

30 Nov

I’ve been quite busy lately with work, which means that I haven’t had time for any new developments (neither in my editor, nor with the announcement thingy)…

Since I know you guys want some stuff to look at, here’s a couple of things…

First up, an indy game called Gunpoint that seems quite cool… the style of the presentation is also very cool, and the animations look sweet:

 

The other one is a blog post about some conjecture and rumor, but that seems pretty accurate and for DX-heads like me, pretty scary. Click here to read!

Hopefully I’ll have time on Friday to get things up and running as usual again!

 
 

LiveLink

09 Nov

Although I got Uncharted 3 to play, I managed to get some time to add the live-link feature into SurgeEd!

Now, each time I change a shader file (or any of its dependencies), the editor reflects that when the window regain focus. Hopefully I’ll be able to iterate shaders faster, and do some more effect shaders as well.

I still need to add the material edit options, but I’m struggling a bit with it, from a conceptual standpoint.

We are editing objects on the editor, and those objects have (simplifying) a position, orientation and mesh. And the mesh has materials, shared by all the instances of that mesh… We can think of an object as an instance of a mesh. Now, I have to add materials to the object itself, and these materials have to be children of the mesh (with names generated from the object name). Then, every time the mesh of an object changes, the materials have to be deleted and re-added from the mesh materials. There are also other problems associated with the drag/drop/copy/undo/redo systems.

After I solve this, it comes the time for the properties of the material itself, which has a dynamic component, based on the shader selected for the material.

None of this will be simple, but it sounds like a neat system! Open-mouthed smile With both the live-link and the material editing, I’ll be able to work on shaders in a more efficient way!

On another note, found a cool game to spend some time:

 

It’s very cool there’s still new concepts for platformers, and although I’ve seen this concept before in other games, this one uses it very well associated with the ninja concept!

 

Sick as a dog…

07 Mar

Sorry about the lack of updates lately, but last week I’ve been sick as a dog with a nasty flu.

Other than that, work has been keeping me busy and exhausted (currently trying to optimize my current server system memory-wise, without loosing too much performance)…

So this update isn’t just a "oh, sorry about the lack of updates" post, here’s the winners of the IGF: http://igf.com/2011/03/minecraft_amnesia_top_winners_.html#more

No big surprises there, but it’s good to see Amnesia taking home so many of the prizes!

Hopefully at the end of the week I’ll have some more stuff to share with you guys!

 
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Posted in General, Indy

 

Independent Game Festival 2011 – Part V

16 Dec

Just some final thoughts on the IGF…

I’ve been following the IGF for years now, and each year, games get better and more polished… Trends are pretty obvious, but not so much as to claim the indy movement is starting to be a seconds, low-budget mainstream.

Why are indy games becoming more polished? Well, you could say that now you have more money to make the games, since they’re real businesses, but I don’t think that’s true for the most part… One thing I feel that has changed are the tools: indies have access to better tools, and that leads to better games, since they don’t have to focus on what they can do so much and can twist the existing technologies and tools to conform to their vision. The other thing is that the indy community is strong and sharing, and that sharing of ideas leads to the strange notion of “more experienced devs out of the box”, in which even a person that’s never done a commercial game before can learn from the experience of everybody else and not start from scratch. Indy game portals are also becoming more widespread and better channels for distribution (Steam, XBLIG…), and the fact that we’re all more connected (through YouTube, Facebook, you name it), helps these games to get more awareness…

All in all, it’s a great time to be an indy, and I sure hope to jump on that bandwagon soon! 🙂

Games on the IGF have always been experimental in nature, but while there’s more “normal” games there, there’s also more experimental titles, that defy established concepts, stuff like “Hazard: The Journey of Life” or “Achron”… Sure, most of them won’t become commercial successes, and some of them are just experimental for the sake of experimentation, but they’re an extremely important part of the indy ecosystem (and even the mainstream environment, now that they’ve started paying attention).

I’ve seen loads of twists on old genres, like Spectre Spelunker Shrinks, which takes an established genre and changes or adds some game mechanic, and that just works…

Multiple platforms also seem to be the rage, with games getting releases in a series of devices (specially handhelds… lots of games are comming out for iPhone, iPad, Android and PC, for example), which is a very positive move; it makes for better software development processes and expands your target audience, which is extremely important in the indy market.

Finally, there are some timid (and not so timid) forays into multiplayer (and massive multiplayer); these used to be the bastion of the AAA-publishers, but now indies are starting to move in that space, not only in the project phase (which we’ve seen millions through the years, kids trying to make the next “super-awesome-MMORPG” with a one-man-team), but in the released phase, with examples of success (Minecraft anyone), and potential success (Infinite Blank).

All in all, the future’s looking bright for indy developers, and if the IGF is a window that shows us that future, we’ll have a whole new slew of awesome games to play!

I’ll take my leave now, but before I go, I’ll leave you with a nice video:

Those guys at Loading Ready Run are crazy… 😀

 
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Posted in Games, Indy