Saturday, January 16, 2016
Sunday, April 19, 2015
Recently at a friends house I got the chance to play quite a bit of this next-gen remake of a game I never really got a chance to play. Since I finally took the time to sit down and enjoy this well made action-fantasy RPG I thought I would share my feelings with you. If you have never seen or played a souls game allow me to explain a little bit about these games. This is easly one of the most interesting, well rounded, and challenging RPG's I have ever played. It combines interesting gameplay as you run through hordes and hordes of various enemies and challenges as well as an interesting system in which you collect souls from dying creatures which you use to either level or as curenncy to purchase items. Now lets get away from the original stuff and talk about some of the new stuff. With in this new version there not only some very nice visuals but a whole slew of interesting content and plenty of things to do as well as choices to make and areas to explore. Finally there are a few fllaws with this great game such as some of the ai as well as visual glitches I've experienced or the slightly clunky combat which leads me to combat roll off a cliff leading to yet another death and me getting even more pissed off. In the long run I am only nit picking a very wonderful experience for anyone that likes a challenge or is an avid fan of the RPG genre.
Thursday, March 12, 2015
Think of a classic retro platformer sounds creative right said no gamer ever. Now think of a retro platformer that's actually worth playing its an idea that many of us find hard to choke down ever since Braid came out and the markets began to flood with these so called retro style games to the point were we almost thought about blowing are brains out if we saw one more 8-bit man jumping on floating platforms in the middle of absolutely fucking nowhere. Well allow me to break down this wall of hate by telling you about Towerfall a wonderfully designed and very well made retro style competitive 2D platformer. Within this game you pick one of several different colored archers and enter into a map as you attempt to pin your friends face against a wall with an arrow or bounce on their head to blow them up. This game brings back the classic style of sitting next to some friends on a couch ,with its up to four player competitive multiplayer, and screaming at them every time they absolutely obliterate you. There's not much else I can say about this game other than if you enjoy siting down and battleing it out with some good friends in a game of skill then Towerfall: Acension is a game built for you
Monday, June 9, 2014
In this interview I am talking to a man by the name of Seth O Dale who is working on a game known as project undone nightmare. A cool Indie horror game made in the unity engine.
Q: How many people are working on project undone nightmare currently how is it working with them?
A: Currently I share the main workload with my partner Zeph, together we shape the game and develop the story line together. Then we have various artists on the team, but our main go to concept artist is Shelby Dodge. So that's three of us that are on the main team, then we have four vocalists, and various story contributors. I think the team is about 10 at this point. Though we are constantly expanding through inviting new artists, and photographers alike to contribute original pieces for the game. I love working with Zeph, he is my brother from another mother, we easily come to terms with any obstacle together and over come it. Our other team members have been very easy going, and good to work with, right now everyone is working donation based, and hopefully we will be able to actually give out some pay checks when the game launches.We are grateful to have so many people willing to contribute to the game, and right now all we have to offer them is their name in lights so to speak, when they are featured in the credits seen by hopefully millions.
Q: In the team what do you find yourself doing mostly with the game? And what do you find to be the funnest part of making or working on it?
A: Mostly what take up the majority of my time is the creation of each level. Assembling the level piece by piece and then adding actual elements of gameplay. I spend thousands of hours creating levels, it's a incredible feeling, creating a virtual universe where people can spend time in, it brings the feeling of godliness, in the fact that we choose exactly what elements people will experience. It would be hard for me to chose the most entertaining part of creating the games, but it has to be a tie between creating the music for the game, and creating the levels themselves. I love to take a finished piece of music that I made for a specific scene, and seeing it bring everything to life, creating a true organic feel. Another part I really enjoy is discussing, and creating the story line with Zeph, it's a lot like pieces of a puzzle and they are scattered about, and it's up to us to organize them.
Q: What got you into developing in the first place and what gave you guys the idea to make undone nightmare? Do you take inspiration from any other developers?
A: Zeph and I have always loved video games, we grew up playing them, but as we got older we realized that playing them simply wasn't enough, we work together and so we began discussing plans for a game we called "adaptation" it was a completely different game, but we had big ideas, many of which trickled over and evolved into "Undone: project nightmare" We both began usage of UDK, "unreal development kit" and used it for many months before deciding that it was just too difficult, we gave up on our dream for a short time. A few years later I began using a program called "Unity" which a lot of people are familiar with. And I right away started feeling much more connected, and fluent with it. It became my paintbrush. What inspired us to create a game was the over all feeling of linear style gameplay, where the player HAD to go down a set path, and end up at a set destination. Yes there are open world games now giving players complete choice in direction, but horror games we noticed all seemed similar. Either they would have too much FPS and take away from the cheer terror feeling, or they would be far too simple, with no real thought, or at least not enough for our liking. Personally what has inspired me is Fallout, I've been addicted to it since I was a little kid, playing fallout 2, and getting immersed in a fictional world. I found myself however wishing fallout had more secrets, again a element I would bring to our game. Zeph and I are heavily focused on making many secrets, and even secrets inside of secrets. A big game that inspires Zeph I happen to know is Dead space. He is a very talented dead space player, and we both LOVE the elements of horror that game has brought to the video game world.
Q: After project undone nightmare do you guys have any plans for new games or is this going to be the last one we see for a while?
A: Zeph and I have the entire first game planned out, however "project nightmare" is to be the first game of 3, each game we will design to have a much different landscape. But the player will always be sure to get a crazy adventure. We also have the next two games worked out as well. We have also talked about possibly doing a funny game after these three are done, but that's hard to say now. I can definitely tell you we are not going to stop making games, ever.
Q: Is there anything you would say to any new or upcoming indie developers such as what programs and what not to use?
A: I highly recommend Unity as a developer, as it is easy to work with, and it can do pretty much anything you want it to. I would tell people to possibly steer clear of UDK because it tends to be much more difficult to add your own content. I want to tell developers to make sure they don't get discouraged, by AAA games, and even extremely impressive indie games such as outlast. It is important to remember that this is our art, and every artist has a unique style and perspective on the video game world. So even if someone has a similar idea as you, your ability to execute it in a different way is without limit. Also make sure you are making games because you enjoy it, because it is your passion. If you do it for that reason I believe you will achieve success, if you are developing with money in mind, that is the opposite of what you will achieve.
I hope you enjoyed this interview if you want to learn more about Seth and the game he's working on here is the link: http://gamejolt.com/profile/zs-productions/95449/
Sunday, June 1, 2014
This is an all new series here on my blog were I interview some cool and unknown indie developers trying to intraduce them and all of their cool and interesting games to all my wonderful viewers. My first will be a small indie developer I found on GameJolt who goes by the name PowerfulKyurem.
Q: What got you into developing in the first place? Do you take insparation from anyone else?
A: I'm not entirely sure what got me into game development. I kinda just woke up one day and had an idea to do stuff. I've always made little maze puzzles on graph paper. Some of them I made as small engines. I suppose Supmaster004 (a fellow GJ developer) is who inspired me a lot. Over the years, we've developed a small friendship, and I've sometimes bickered with him. However, I admire him, and hope I can be as good as (if not better than) him one day.
Q: Are you currently working on or planning on starting a new project? Or do you have any ideas on what your gonna make next?
A: I am currently working on 2 major projects, Duck Clicker and The New Nintendo Nightmare. They are primarily story oriented. I won't go into too many details, though. I don't want to give away spoilers. I did make a submission for the lowrez jam, this month, called Eraser. It's a small puzzle game. I plan on adding more stuff soon. I am going to be entering the glitch jam on gamejolt, and I already have a few ideas. I also have an old 2D minecraft-ish puzzle that I plan on fixing up and submitting soon. There is also an old (very crude) "2D atom simulator" that I plan on redoing as a prototype soon. It's basically just protons and electrons attracting and repelling each other. I'm also working with another dev to polish one of their old games for an anniversary edition, although I'm not sure if they want me to give details as to who they are or what game it is. It's meant to be a surprise.
Q: What is your favorite genre of game? Do you have a favorite game youve ever played? Why?
A: Id have to say my favorite genre is either adventure games or turn based RPG's (ones where you mash hordes of enemies in real-time are generally stagnant in my opinion). Granted, those genres can go hand very easily. I can't really pick one particular one, but I really liked Mario & Luigi RPG series. Story aside, the gameplay is epic. If you haven't seen it, it's basically a turn based RPG with real-time attacks. The only thing bad about it is that they don't have any full blown real time segments where you just move around. If I absolutely had to pick a favorite out of the 4 games, I'd have to say Partners In Time. I like a good time travel story, and it is certainly a twisted one. Granted, I did recently see a live stream of a time travel RPG game called Chrono Trigger, and the gameplay is as good as it looks, it might take the cake figuratively speaking.
Q: Do you have any advice or things you would like to say to any other upcoming indie developers?
A: I can advise people a little. Stay away from unity right away. It's a good engine, but a little more oriented towards those experienced in code. Game Maker 8.0/8.1 or RPG Maker is a good place to start. If you start with game maker I'd definitely start in advanced mode (the other mode is a pain to work in). Ok, less code-ish advice. Don't ever give up on a project, no matter what. Also, don't concern yourself with other dev's opinions. I'm not saying you shouldn't make your game decent or try to be popular with it. I mean that if other devs start saying it's bad and to stop, keep going. 9 times out of 10, they're simply jealous of your idea. Note, that code advice is totally separate. Definitely take people's opinions on that. Unless they tell you the game making program you use is horrible, and to switch. Stick to your guns. All of the programs have their advantages, and short of using some esoteric language nobody has heard of, you're just fine. I also suggest getting excel or a spreadsheet program. It can be great for drawing levels in. I've already made five or six in my own game. Granted, the size had to be adjusted, but it works pretty good. Also, use paint or some other program for drawing stuff. Random art or snippets of levels can be easily put to paper without having to worry about the exact details. I can also say (for those not-drawing-savvy-devs): scale the image down from 10X or more. It will come out looking better, and you'll have nice looking color shades if you use less than best scaling quality. Just try to use more than 2 or 3 colors unless required. It'll look better. I'd also say that when making stories, come up with an overall theme or idea. One of the things I do is to have more than one protagonist or antagonist (hero or villain), or better yet, make the player the one caught in the middle of things. Just what I do. It's a matter of opinion. Anyways, any more advice, and I'll give away all my secrets, and I can't be doing that can I? ;)
Q: What do you use to create your games? How long on average does it take you to complete a project?
A: I use Game Maker 8.0 lite and pro for all of my projects, and a few of the tools and tricks I mentioned earlier. Most engines (that is to say, the basic framework of the game) takes about a week or less depending on how big it will be in the end. The rest is a matter of the levels themselves. That can take anywhere from an hour to a week to a month, and of course the coding still continues. I should note that my two big projects and some of past full 3D GM work are a major exception. That can take a long time, mostly due to tedious things, difficult code, and/or story related stuff. On average, though, my projects take about a month each. However, that is with 2 or 3 small ones being cycled around, and sometimes combined, as well as at least one longer game or story. I have a tight schedule though, so I only work for about an hour every day.
Check him out here if you have more questions to ask: http://gamejolt.com/profile/he/212594/