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Showing posts with label independent games. Show all posts
Showing posts with label independent games. Show all posts

Thursday, December 23, 2010

Humble Bundle 2 gives away games of Humble Bundle 1

In a previous post I told you about the humble bundle deal. A 'pay as much as you want' charity sale of indie games. You can select to give the money to the developers, the Electronic Frontier Foundation, or the Child's Play charity. The bundle apparently was a huge success, surpassing the 1 million $ goal.

I just received an email from the makers of Humble Bundle that says that whoever has given more than 7,49$ will receive, as an added 'thank you', the games that were in last year's Bundle! This is excellent news since with a very low prices you don't just get 5 fantastic indie games but 11!

In addition all games can now be activated on your steam account as well which is very convenient. The list of games now comprises of:
  • Osmos
  • Machinarium
  • Braid
  • Cortex Command
  • Revenge of the Titans
  • World of Goo
  • Aquaria
  • Gish
  • Lagura HD
  • Penumbra Overture
  • Samorost 2
This is the creme de la creme of indie games. There is no other deal in any shop that, with such a low price, can get you all these games. There are only 3 days left on the humble bundle charity deal, so whoever has not yet taken part in the charity now he/she should!

Wednesday, December 15, 2010

Humble Indie Bundle 2 is now live


After lasts year's huge success the humble indie bundle is back. You can buy a bundle of great indie games paying what you want and at the same time decide where the money are going. You can give the money to the developers or a charity or both. All games play beautifully on Windows, Linux and Mac OSX.

The games this year are:

Braid. The classic puzzle platformer where ethical dilemmas and love mix with time manipulation to create a magical experience.

Cortex Command. An action platformer that allows us to fully customize a robot and spread mayhem to our enemies.

Machinarium. The fantastic adventure that redefined beauty in game graphics design. A sweet story about a little robot trying to survive getting back at bad guys. 

Osmos. A physics puzzle game about waiting for the right time. Not an action packed title but the fact that it is ported to so many platforms testifies about its quality

Revenge of the titans. A strategy tower defence game with beautiful retro graphics.





Go have great fun while helping child'd play charity. Hurry, the bundle will end in 6 days.

Friday, February 6, 2009

Interview with Tag:The Tower Of Paint team

A couple of weeks ago I told you about my favourite games from the IGF student contest. My first choice and the winner of the competition was Tag:The power of Paint. A truly innovative game where you use different colours in first person perspective to create different environmental effects to puzzle your way through levels. Top notch stuff. The team behind this gem was kind enough to allow us a very interesting interview.

Let me start by saying congratulations for an excellent, innovative game and winning the IGF contest. When we first saw it we were very impressed by the ideas it is bringing in the industry. Here in allround geek we have always been fans of the independent game productions. We find that independent developers are more free to create unique games and try new stuff. How did you come up with the idea for TAG?

We started development on Tag in May 2007, but the game was very different back then. After about a year of experimentation with mechanics that made use of the paint technology left over from our initial design, we were dissatisfied with the state of the game. At the time, it was a fairly generic FPS with dead simple AI enemies and power-ups. To progress, the player had to kill the enemies to charge a power-up that he could use to move to the next area. We wanted to add more depth to the gameplay and encourage players to paint more, since the paint was, by all accounts, the coolest gameplay element. To make the game more interesting, we were considering directly associating the active power-up with whatever color the player had selected, as well as allowing the paint to affect objects in the environment. For example, red paint might speed up a moving platform. Then in late May 2008 during a game design meeting with our Professor Ben Ellinger and several of our classmates, two of the developers from the team behind Haxsys 2.0 (another game from DigiPen) chimed in, and, after a brief exchange, suggested that the paint on the environment should instead give the player his power-ups. It was simple and elegant, and it met our design goals. We began developing the new mechanic right away.


What were the difficulties of bringing the game from idea to completion?

The greatest challenge during development was taking the game from an interesting idea to a fun, polished experience. We overcame the challenge through frequent play testing, iteration, and a lot of hard work. Throughout the entire development cycle, we were never afraid to scrap everything that was less than stellar and start fresh with what was great.


Do you consider yourselves to be more artists or more of the technical sort? How did that affect the development of TAG?

As students in DigiPen's Real-Time Interactive Simulation (RTIS) program, we are definitely more technical. Unfortunately, we did not have the opportunity to work with artists until very late in project, beginning when Josh approached us after an inspiring presentation of the game. As a result, our content pipeline was fairly rough, and our visual style suffered – something we intend to rectify in our next project. However, working with artists was a good experience overall, and it did wonders for the look of the game.

You use a colorless urban environment in TAG. Is this just a gameplay choice or is it a feeling/statement as well?

Initially, we used a grayscale world because we didn't have artists to create texture art. It was a practical way to make the paint stand out, which made it easier to focus on the rest of the experience. Once we had artists, the look had been around so long it just stuck.

Did you use an existing graphics engine or did you create your own for TAG? Why did you make that choice?

As part of our curriculum at DigiPen, we built our entire engine from scratch. We chose to use DirectX as our graphics API and FMOD for sound but apart from that, everything else was in-house. DigiPen requires that all the student teams create their own game engines.

Are you planing on expanding the game? More levels ? More colors ? What does the future hold for TAG?

The current version of Tag is a complete student project, and we officially stopped development at the end of October. There are no plans to expand upon it at this time, since it would be outside the scope of the project. We're treating it as a proof of concept and looking toward the future.


Are you planning on releasing a Linux or Mac version?

No.

During the last years there has been an increase in casual and puzzle games. Especially after the arrival of Portal, puzzle games have broken into the mainstream market. Do you think there is more room for innovation now?

There's always room for innovation.

Which games have influenced you the most ? What games do you play the most? Is there a difference between these two?

The only game that influenced development directly was Portal. People began comparing Tag to Portal shortly after we implemented our core mechanics. Recognizing that it was not only Portal's unique concept but also its flawless presentation that made it such a huge success, we used it as an inspiration for the pacing of our levels.
Each of us has different tastes in games, so there is little overlap. During development, we periodically had Rock Band nights to take the edge off.

What do you think about the state of the industry as gamers and as independent developers? Is it moving forward or do the companies play it safe producing the same titles over and over again.

There is entirely too much redundancy in the industry today, since most publishers tend to play it safe and rarely experiment. However, with the rise of digital distribution and recently growing support for independent developers, change may just be on the horizon.

What does the future hold for the TAG team? Are you planning any new games?

At the moment, our focus is on finishing our degrees and beginning our careers, though we are extremely interested in the prospect of following in Narbacular Drop's footsteps. If all goes well, developing a "spiritual successor" to Tag may be in our near future.

Thank you very much for your time and all information you shared with us. I wish you guys the best of luck with anything you do. I can't wait to see what you will bring us next.

Friday, January 23, 2009

2009 Independent Games Festival Student Showcase

The Independent Game Festival is the only place in the whole video game industry that pure innovation and use of imagination takes place. Without dealing with millions of dollars worth of products the developers really outdo themselves and bring us some real gems. This year's student showcase produced some very nice results. I particularly liked three entries:


Tag: The Power of Paint.
A first person puzzle painting game. Different colors produce different results and ways to solve puzzles and proceed to the next level. Very clever and very well done. Available for free download as well.





Feist
A puzzle platformer with really nice graphics. You have got to help out black round friend to overcome obstacles deep in the forest. Unfortunately this one is not yet available for download.It will be though in the following months for the Windows and the Mac platform




The Unfinished Swan
A very nice first person puzzle painter(? lots of painters this year). You walk in a totally white world painting your way through the levels. Watch the video to understand what I am saying.Unfortunately is not available for download.



Saturday, November 1, 2008

TIGSource game demake competition winners

Remakes are very popular in the game scene as they allow players to enjoy older games with better graphics and, sometimes, improved gameplay. Demakes are exactly the opposite: games that that are based on an actual successful game but scaled down to something simpler in terms of graphics and gameplay. Recently TIGSource launched the Bootleg Demakes competition and no less than 69 independent developers sent their entries. Of course in this life not everybody can win, so here are the top-six demakes of the competition for you gaming enjoyment:

Soundless Mountain II (Silent Hill)
Soundless mountain plays and feels like an old NES game. It has excellent sound and the graphics have been scaled down but works really well on larger displays. In the game your visit the soundless mountain town were you receive a letter from your long dead wife to meet in your special place....creepy.



download

Gang Garrisson II (Team Fortress 2)
The game is a sidescrolller multiplayer platform shooter(all that yes..). Besides the lack of a whole dimension the game plays exaclty the same with team fortress 2. Since not many people will play this game I suggest that if you want to enjoy it invite a friend to play with you. Very entertaining overall.



download

Aquarium (Aquaria)
Aquarium is more of a demo than a finished game but a very well made demo nonetheless. it is based on the game Aquaria that won the IGF 2007 competition. In the game, as you have guessed it, you spend your time playing with little underwater creatures. The game is short but the developer promised to finish it (3rd place in the competition is a good enough motive so I believe him).


Aquarium: An Aquaria Demake from BitBlot on Vimeo.

download

Little Girl in he Underland (American McGee's Alice)
Hero of the game is a little girl called....Little Girl... that finds her self in the world of capitalism. Your mission is one and one only. Beat the hell out of capitalism. I guess in this times it makes perfect sense. The game is hilarious and you will thoroughly enjoy it.


download

House globe (Homeworld)
As its big brother the game is a strategy that you have control over your mothership and produce other smaller ships to wage war and gather resources. The game features a single player campaign as well as multiplayer options to ply it with your friends.



download


Fillauth (Fallout)
Fillauth is a demake of the well know post-apocalyptic RPG fallout. The game as its big brother has a very large world that you can roam and take on quests and talk to many NPCs. For a demak,e it has much gameplay depth to keep you on our seat for long. It graphics are its weak spot since they feel, and are, very pixelated to the point that they confuse you. Overall a very nice effort.



download