Posted by Brandon "BMcC" McCartin
Tue, 19 May 2009 04:33:00 GMT
Look: In-game beta footage of Hitlers Must Die!, the first track off Cryptic Sea's upcoming game album, No Quarter. Seems to be coming together rather well! (Those shadows... *swoons*)
Posted by Brandon "BMcC" McCartin
Thu, 19 Mar 2009 16:23:00 GMT
Here’s some footage of various prototypes and tests going into Cryptic Sea’s upcoming retro game “album” No Quarter. Lots of physicsy fun going on in there—I love watching those bobble-head Hitlers drop!
Semi-related: Edmund has posted the various iterations in visual style for his (and Tommy’s and Jon’s) upcoming WiiWare debut Super Meat Boy over its first month of development. Check it out if you find glimpses into the creative process as fascinating as I do.
A New Zero is a team-based multiplayer game by programmer Alex Austin of Cryptic Sea (Gish, Blast Miner). In the game you can pilot either a plane or one of two types of boats to try to take out the opposing team’s base. ANZ is procedurally-generated and is impressively small (just under a megabyte), but more importantly, it looks like a hell of a lot of fun! I haven’t played it yet, but faliconwrites (via TIGForums):
We had a network game of this at lunch today at work. One person downloaded it and suddenly half the office was on board. We couldn’t quite get the planes working right but the gunboats are certainly fun… It is in beta so it has a pretty brutal learning curve and the controls need polish. But it is really neat and I love the graphical styling. The network game just worked which is always nice.
On the Cryptic Sea blog, programmer Alex Austin explains that the physics for our favorite ball of tar have changed quite a bit in Gish 2. Gish is now composed of 128 independently moving particles, as opposed to being a single, deformable object. The possibilities for this, of course, are tremendous!
Edmund McMillen, artist/designer at Cryptic Sea, has informed me that Gish is now on sale for about the next week or so (via Steam). The formerly $10 game is now $5. If you haven’t yet tried this totally sweet platform game, now’s your chance.
And Blast Miner, the physics-based puzzler which I once panned (like a total dick) and eventually accepted (but only after Edmund added a puzzle mode and also did a 360 piledriver on me at IGF), is now $10, down from the original $20.
In a recent Cryptic Sea blog post, Edmund McMillen took a break from talking about Gish 2 to wax off about a few of his side projects, including a 2d RTS game where your goal is to defend a dead carcass with an army of maggots! Nasty!
But the one that got me hot and bothered was Guppy, shown in the video above!
Guppy is a 2d side scroller that kinda plays like GTA… but not. It’s hard to explain and also still very early in development, but I couldn’t help but post a little video of it.
Cryptic Sea has been updating their blog like mad! “Click… refresh… click… refresh…”
Their latest entry features a video preview of the Gish 2 engine, after 2 weeks of development:
Some of the new features the fans might notice include normal mapping on the background, which is actually a pretty simple technique that will work on cards back to the GeForce 1. The other feature is soft shadows, what you see in the video is a bit of a hack, just to see how it will look.
It looks great! Outdoor environments for the win. And in the comments, Edmund assures us that the normal mapping will not be over-used and abused. (I think it looks pretty good in this vid, though.)
Hope all you American TIGSource readers had a great Labor Day weekend! I got to hang out with some old friends, which was great.
But enough about me, eh? I wanted to bring to your attention the blogs of two artists and game designers that I have severe mancrushes on. The first one is from Cryptic Sea, home of Alex Austin and Edmund McMillen, the creators of Gish. Now, I was already VERY excited about Gish 2. (From what I’ve heard, it’s going to be Gish, but bigger, better, yadda yadda.) But after seeing this teaser image, well… I’m at “pee pee pants” level of excitement. And that’s a very high level.
I really loved Edmund’s previous work, but it’s obvious that he’s getting better and better! He’s a hilarious dude, too, and incredibly genuine. I wish the best for him.
Which brings me to Niklas Jansson, the artist for Cortex Command. He’s a talented technical artist, to be sure, but what I love about Niklas is his broad understanding of game design. Whereas any artist can take an old design and “modernize” it by making it dark, overwrought, and angry (coughBomberman: Act Zerocough), Niklas stays true to the original essence of the old school. If only the games that he designed made it beyond the conceptual stage!
In his new blog, which supplements his portfolio site, Niklas shares his artwork and his thoughts on games, old and new. It’s fascinating stuff, so check it out!