Mr. Robot: Out Soon
Posted by Tim Sun, 12 Nov 2006 15:38:00 GMT
New developer diary entry and gameplay trailer for Mr. Robot now available.
And here’s something rather interesting…
Posted by Tim Sun, 12 Nov 2006 15:38:00 GMT
New developer diary entry and gameplay trailer for Mr. Robot now available.
And here’s something rather interesting…
Posted by Tim Sat, 11 Nov 2006 19:10:00 GMT
I don’t remember if this article was ever posted (it’s over a year old). An interesting read for anyone who has not seen it.
Posted by Tim Sat, 11 Nov 2006 18:32:00 GMT
Invisible Vision – a “submarine shootem up game in FPS”. I suppose that means I like FPS after all.
Well… reposting works for GoP. Direct download link. Double click on iv.exe to begin.
(Press the up arrow key to move forward and hold the Z key to fire a torpedo. Use the left and right arrow keys to turn.)
Posted by Brandon "BMcC" McCartin Thu, 09 Nov 2006 18:57:00 GMT
As most of you surely know, I am the reigning Frog Hunt World Champion.
For the sake of those poor, unenlightened souls who haven’t experienced the raw power that is Frog Hunt, here’s a quick overview. But first a caveat! This game… will change you.
Frog Hunt is an experimental game by Johan Peitz, founder of Free Lunch Design, and true friend of indie gamers everywhere. As I recall, the game was based on a classroom discussion he led concerning creativity that produced a number of arbitrary (and terrible) videogame concepts. He then took the best (the worst) of these concepts and made them into a game. A delightfully broken game.
I play three to four hours each day, as part of my rigid World Champion training, and I’ve still yet to uncover its mysteries.
Posted by Lorne Whiting Thu, 09 Nov 2006 16:58:00 GMT
They Came From Hollywood is an RTS-style game in development by Octopus Motor (first game of a… studio? composed of two people) where you’re in control of a giant monster (selection of twelve).
Umm… yeah, it’s also been in development for 5 years because the developers probably don’t know when to quit.
Well, I think this video is a good enough example of how awesome the game looks (YouTube quality):
Posted by ithamore Thu, 09 Nov 2006 16:31:00 GMT
Ovine’s Cholo
Remake, which has reached its first anniversary, places you in control of a
"RAT" droid, which must be used to free your fellow citizens and yourself from
the bunker after generations of imprisonment. Eventually, you will collect specialized droids strewn
about the robot controlled city to aid your mission.
In the website’s archives, there is plenty of backstory provided in the pre-nuclear war news of the city and in a copy of the novella that had been included with the original game in 1986. I appreciate the extra content, but it’s not necessary for getting into the game. Although, some helpful hints can be gleaned from the news.
It’s a very open game that not only encourages but demands exploration. Besides having to find the droids and Rampaks need to complete the game, there are plenty of hidden secrets to discover. It has a slow pace (which is very fitting for its atmosphere) and can easily take 5 to 10 hours complete. There is a light FPS element to Cholo but don’t expect it to get intense.
In addition to all the venturing in the game, I admire its Tron-ish
look and its futuristic ambient music. Ovine could have made the city larger, but
this game shines in so many ways that I have no real reason to complain.
Now, please excuse me. The computer has reminded me to drink my Choco while it’s still warm.
Posted by Max Thu, 09 Nov 2006 01:45:00 GMT
I am a filthy whore for reblogging this from my school blog, but this was too good to pass up/I am too tired to rewrite it:

Posted by Derek Yu Wed, 08 Nov 2006 23:13:00 GMT
Kuro5hin has an article detailing the 6 most common mistakes (that can’t be all) that new indie developers make. Read up! Imagine if all the energy spent going into huge vaporware projects went into manageable, fun little games.
We’d… have a lot of fun little games to play all the time!
From my experience, finishing a game is it’s own separate “thing” to learn, aside from programming, graphics, sound, design, etc. Because inevitably with any project you get better and by the end, the work you’ve already done you could do better. Fight that urge to start over… bite your tongue and finish it up – touch up earlier work if you have to. But FINISH. Because even if it’s not perfect to you, a full release will inevitably win you some fans and give you confidence to complete your next project (and possibly offers of help). Just my two bits!
Posted by Lorne Whiting Wed, 08 Nov 2006 14:37:00 GMT
Bang Howdy, the new game from Three Rings (Makers of MMO powerhouse Puzzle Pirates), just released their second town and opened up the player-based part of their economy in the last 7 days.The games a mixture of real time and turn based strategy. You get one uber-unit called a Big Shot, and 1-5 normal units in each round. Another noteworthy feature is that Ian McConville of MacHall fame is now an artist (I think, I don’t know his exact position in the company) for Three Rings.
So join the beta now. Seriously, theres an average of 20 people online during the prime time of the day, needs a tablespoon more human.
Edification (2): The fatal demon bug has been squashed. Go play this now.