Glitch Feed


Make me help. by bluelotusfeet
January 9, 2007, 11:53 pm
Filed under: Game design, Indie Games, Mods

I’m back. Over break I avoided people and played quite a lot of video games. My toppers were: Knytt, Façade, and Age of Empires III (with the natives!). That’s right. I, the Sioux chief sent my cougar army to invade the russian ninja facility in the delicate lands of Orinoco.

knytt screen shot

The screenshot here is from the devilishly cute game of Knytt. I’ll let other people review it because I’m a little sick right now. Download it on the link! Also, check out

But here’s what this post is really about:

What do you guys suggest to use to make videogames? I’m no programmer that much, I know a tiny bit of java. I don’t have a copy of Unreal so I’m not sure I can mod it (nor do I know how). I found 3Drad again, and the new version is real user friendly and costs $30. It has lots of built in ai to make quick games in one night that could be made into something pretty neat. I’ve used Games Factory 2, and made a cute little game where you try to not die.

Simple question, simple post.. but I’m antsy and would like to make something already.

-ronen.



Stubbs, he was a good guy by +peter
August 15, 2006, 1:18 am
Filed under: Indie Games, the industry

Look. Its 1 AM and I just spent 2 hours trying to study Japanese, so please don’t criticize my grammar.

Here at Glitchfeed, many of us are aspiring game designers. As you are reading this, some of us are working hard at bending the UT2K4 engine to our will. Its a difficult battle for we lack the needed finesse to “woo” the engine into taking off its clothes and becoming our bed mates. The only thing this “Axe” body spray we are using attracts are horny hamsters (discusting with a dash of adorable).

As if we needed a reminder that it does not get easier, Gamasutra.com has an excellent article up, the postmortem of the almost hit Stubbs the Zombie, written by Alexander Seropian.

For those of you not in the know, he was one of the original developers of the Halo series. He fled Bungie to start up his own indie company Wideload and continued on to make the zombie game that HE wanted to.

The start of his article lists out the “commandments” that his company worked hard to adhere to. The general idea of which is that they are to remain the final say in the creative process and rule out the influences that any third parties (publishers) might have.

His guidlines are fodder for artists and indie developers, and he discusses the benefits and pitfalls of the company’s mantra.

Give it a peak! Discuss in the comments section … they work!

Peter “brraaaaaaiiiinnnnss” Traylor
I could proofread this, but I dont wanna

stubbs.jpg



Paper Cut by +peter
August 10, 2006, 10:34 pm
Filed under: Gaming as Usual, Indie Games, Mods

I am addicted to surfing the internet. I know more about the game world than I should. I would not be surprised if it started to have adverse effects on my health. If I spent half the time I spend surfing doing something productive, well, then something productive would have been accomplished.

Instead of brainstorming the different ways I could be productive (that would require work) I shall tell you about one of the fruits of my non labor.

While there may be a handful of more advanced engines available to modders, the UT2k4 engine remains one of the most well documented and accessible engines available. It is always nice to see the aging engine getting some more support from sophisticated mod teams.

Drawn to be Alive is a French mod that started off as a class project and has turned into something wholly worth any game players attention.

drawn

Tell me why you wouldn’t want to be a little paper doll?
I don’t think you can.
-roos

drawn2



Get your indie face on by +peter
July 10, 2006, 10:05 pm
Filed under: Indie Games, Opinions, the industry

pexile.jpg

As an art student, I like to adhere by the social rules that art students are encouraged to follow as often as possible. When starting our education, we are given a guide with instructions on how to be artsy, and the good lord knows I always try to follow it to the letter.

Examples: I like to eat tofu and sushi. I don’t own nor watch television. I wear Birkenstocks. I own a Mac, and am proud of it. I pretend I understand modern art. On principle, I do not associate myself with those of the “frat” and “greek” persuasion, and I always support the little guy (except when their playing against the Red Sox).

As my interests lie within the gaming industry, it is only natural that my finely developed artistic sensibilities would have me bemoan the evil, mega-corporate game companies and support the indie game scene.

Within reason of course, I do not jump for joy every time another marble rolling game is released, but I am inspirited by the potential of the indie developer. Without the need to purge a large amount of risk, these pint sized groups allow themselves to bring to the commercial table developed concepts that challenge the fundamentals of where the industry stands today.

Our good friend Ron Gilbert seems a more dissatisfied with the indie scene than I might hope. He laments the lack of craftsmanship, saying that there is just not enough polish to in the indie scene to compete with the mega blockbusters. Ron does not fault the developers on this issue, rather states that the cost of technology is just so outrages that indie developers cannot afford the investment needed to bring their games to a level that can compete with the multi million dollar projects.

The next generation of gaming is coming, and you better have the specularity on your normal maps dialed up to a thousand and have your dynamic soft shadows softer than a kitten if you expect to achieve any sort commercial success. Right?

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