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Community / Jams & Events / Re: NoMoreSweden 2010?
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on: July 02, 2010, 01:14:58 AM
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Lots of bots posting in this thread  Ok final call now! Send us an email to [email protected] today if you want to join! We will be game jamming and have scheduled over 15 indie presentations (unreleased games, prototypes, game theory etc etc)! Don't miss out! 
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Community / Jams & Events / Re: BIGJam '10
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on: June 04, 2010, 01:14:51 AM
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This may sound completely insane, but it seems like I actually can come after all! (Although I will have to leave on Sunday.)
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Community / Jams & Events / Re: NoMoreSweden 2010?
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on: June 02, 2010, 01:09:52 AM
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It's too bad you can't come, tametick. We just had a slight problem getting somewhere to have the event. We've posted the current (very preliminary) schedule on www.nomoresweden.com . It's somewhat like this: Thursday morning - Collecting words and setting up Thursday 14:00 - Game jam begins Friday 18:00 - Game jam ends Friday 19:00 and on - Presentations, lectures, etc Saturday 10:00 - Playtesting and evaluation of the games Saturday 17:00 - Winners are announced Saturday evening - Presentations continued Saturday night - Parteh Please note that this schedule is very flexible and will most likely be adjusted during the event. Also note that although we have one "main" jam, several more minijams may be squeezed in when people feel like it. However, we have deliberately changed the style this year to slightly focus more on sharing your ideas with others.
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31
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Community / Townhall / Re: Get a Postcard from Oxeye!
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on: March 29, 2010, 01:45:27 AM
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Just got my postcard, love the art on it. :D
(Also, I apparently forgot to write my name, sorry. xP)
Haha, that's funny  I wasn't sure if any of those "? ? ?" postcards would be delivered to anybody.
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32
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Player / Games / Re: Playdead (makers of Limbo) got VC money a year ago
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on: March 23, 2010, 12:42:25 AM
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Ah, no, I didn't mean anything about being "indie" or not. I just thought it was funny. Here's some kind of explanation: Reality CheckWow, it's possible to raise 11 MDKK ($2 million) to make a 2d platform game? I was surprised last year when Kyle and Ron said they had turned down a $700k offer for World of Goo. We (at Oxeye) currently have a $1,000 / month budget. $2 million would last 166 years!  :handmoneyR: DaydreamingI can't imagine what kind of game I would do with $2 million. Like... what would I spend all that money on? Money wouldn't make me smarter or faster, so I suppose I would hire a lot of people to create a lot of assets for the game, I dunno... I suppose Playdead had some kind of plan saying "we need 11 MDKK," not "give us as much as possible and we'll see what we can do about it." Reality Check 2I know Jon Blow and 2d Boy have made a lot of money on their games, but I'm not sure how much money. However, somewhere in their planning, Playdead must expect to make a LOT of money. VCs aren't spending their money to get their money back, they are spending them to get their money back several times over. I think anything less than at least $10 million in sales would be considered a failure. I've always had a small-scale perspective on indie game development. "As long as I can pay the rent and buy some clothes" have been my guideline. I think I need to snap out of this thinking, and aim a little higher in the future... although it's easier said than done.
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Player / Games / Re: IGF winners!
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on: March 13, 2010, 04:09:04 PM
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I would just laugh uncontrollably for a few seconds, and then try to stare down her shirt... oooh, right. Seriously though, I think they did a great job! I like that the IGF awards are presented by indie developers. The acceptance speeches were good and nice as always. They are what you expect them to be, with a few exceptions of course (Cactus this year, Alexander Porechnov (Musaic Box) super-cute speech last year). Also, very happy that Monaco won! I voted for it 
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Player / General / Re: Starcraft 2 Beta
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on: February 23, 2010, 12:25:18 AM
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Some SC2 rushes!
Mothership:
Planetary Fortress:
(note that once you've upgraded PF, you can't move your CC, that's why he has to build it on-site)
Also, Zerg can do a lot of weird rushes now, such as Nydus rush or Roach burrow rush, I'm sure there are youtube clips for them as well. Zerg seems to have lots of options now, I've seen early mass lings, mass roaches, mass mutalisks, overlord drops and Nydus rushes. On the other hand, in the games where the Zerg *don't* attempt to rush, they usually lose. It will be interesting to see how it evolves.
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39
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Player / General / Re: Starcraft 2 Beta
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on: February 21, 2010, 04:51:46 AM
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The 3 'episodes' thing is gonna backfire on them hard. The casuals will be pissed that they get 1/3 of the storyline and go play something else, and the hardcore couldn't care less and will only buy the 1st.
I think this is a bit of an exhaggeration, but it's true that all sequels have the "but I haven't played the first one" problem. That's why there are so many games with colons and subtitles instead of sequence numbers ("Wings of Liberty" vs "Episode 1"). About SC2: I didn't get in on the beta, but I discovered that you can watch replays anyway. The game looks really sweet, but it's a bit difficult to tell units from each other. Especially when it comes to Zerg, everything blends together and is very dark and desaturated. The units are almost camouflaged when they are on the creep. Also people have complained that it's more difficult to target flying units with spells, because you need to target the hotspot on the ground instead of the flying unit. In Starcraft 1 the units were on their "actual" position and the *shadows* were offset, in SC2 the units are offset instead. I guess people will stop complaining once they've gotten used to it, though.
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