Archive Page 2

02
Feb
08

“A literary solution to a binary problem”

As an assignment for Game Design class, we had to redesign Hopscotch. Having sprained my ankle only days prior to working on the assignment, I knew that digital hopscotch was the only way to go. Cactus, who has been consistently churning out great games almost every other week, primarily uses Game Maker, so I thought I’d give the thing a shot. Due to time though, the end result was a bit (very) lacking, so I took a page out of the Tim Schafer’s book and tried to solve some of my design problems with a bit of prose.

 

Computer HopscotchComputer Hopscotch

Hop lives in a world where robots have taken over the world. In order to retaliate for the human cause, he must upload viruses to all the mainframe robot computers, deep in the earth’s molten lava core. But the evil robots anticipate his moves, setting up a honey-pot (booby trapping one of the computers). Hop must jump from computer to computer, and upload each virus in the correct order, all the while avoiding both lava and honey-pots. He must do this four times, because four is the number of true death.

02
Feb
08

Capstone Ideas

Bossmen (title pending) is the game that I’ll be leading this semester. Before we ended up deciding on the idea, I threw a couple of ideas at a wall, saw what stuck, and gathered them into a little powerpoint presentation for easy viewing. For those who don’t feel like downloading, here’s the skinny:

Bossmen - 3D action shooter entirely consistent of boss-fights
Army of Children – save/massacre an army of children controlled by alien parasites
Your Idea Here – exactly what it sounds like
Lashback – arcade space shooter based on reflecting bullets rather than shooting them
Hellavation – zombies in a tall building
Akinetopsia – the player has the inability to see movement, resulting in “slideshow gameplay”

Maybe I’ll return to these other ideas one day, but for now Bossmen (title pending) shall take the limelight!

17
Jan
08

What is an indie game?

In my opinion, what do I think defines an indie game? One word: heart.

I’m talking about the pulsating organ within your chest that fills arteries with warm blood. In other words, Indie games are all about warm blood. That’s why people are always talking about the Indie Spirit; one sip of Indie Spirit and you’ll feel warm all over. This also explains why a few commercial game companies are able to make games with heart. It’s because they have the Indie Spirit!

09
Jan
08

Miracles do happen

Somehow I landed myself the CA position for GDC, leaving me speechless flabbergasted fühlen fantastisch.

09
Jan
08

GCS Capstone

My final semester of Game Creation Society begins in a week. I can’t believe it’s been four years. But don’t put this old man out to pasture yet! I’ve got enough time for one last game, one final statement before i go. But should that statement be?

I thought about it for awhile, musing over development methodologies or design philosophies that might solve some of the problems that we’ve been running into. In the end, everything seemed to pale in comparison to big issue: how do we as a club continuously improve the quality of our games?

Well, the solution is obvious: I must lead by example and harness liquid awesome, pouring it into the cast-iron mold of gaming excellence.

a doodle

No turning back now, it’s time to rock ‘n roll.

05
Jan
08

Am I Indie or Pro?

Lest I miraculously get a chance to be a CA at GDC, I’ll likely have to make some sort of decision amongst the remaining pass options. Looking at the options, other than the fact that each of them is a financial equivalent of a kick in the balls, these passes otherwise share little in common, catering to the fact that we as developers are segregated into our own little niches. By skipping over the parts of game industry that don’t interest us, we save a bundle. What a great deal.

Or is it? I for one don’t like that we have to choose between the indies and the professionals. By separating these two groups in the most effective way – that is by instating both a monetary and temporal barrier – we arrive at a suboptimal situation: main conference goers will miss out on the ragtag indie gamedev insights and methods, while the indies can only sit outside closed doors and imagine what juicy industry secrets are being discussed. And the students? Well they can more or less stand in the hallways and hope to “network” with random passers by.

While I’m not proposing some sort of communist distribution of passes, surely there must be some better arrangement that lets us get a slice of both worlds for less than the cost of a shiny new laptop?

25
Dec
07

Mobile Game Development

It’s winter break, the perfect time for college game developers to catch up on their projects. Every day consists of me sitting hunched over a computer in the basement, hoping that if I move my fingertips enough a game will be made. Lunchtime hits, I go up. Dinnertime hits, I go up. Nightime hits, I shut down. It’s all a very monotonous cycle.

Recently I’ve been wondering if I should mix things up a bit. What if indie games didn’t have to be made in parents’ basements? Say I walk out that door and sit down on the pavement. BAM, I’m there, making games in the middle of the street. Or say bring my work at McDonalds? BAM, I’m making games, fast food style. After that I’d go to Starbucks and sit next to some aspiring novelist.

“So, what are you writing?”
“An epic story of love torn across time and culture.”
“Wow that sounds horrible. I’m writing a fucking game here!”

And then I’d jump on his table and play air guitar with my laptop.