The Indie Office, Part 1

Hypothetical situation. Note: Try to refrain from bombard me with requests yet, ‘cause I know a lot of people already like this idea. cough, I’m in London, Ontario, Canada.A typical game company places 10 or more people under the same roof. Office space rented out at the expense of the company. There’s a management hierarchy, one or more people responsible for business and infrastructure aspects of the company, and an arrangement of programmers, artists, designers, possibly testers and a sound guy....

Today's Threat

Oh boy! Nothing significant, I just forgot how amusing some of this stuff can be. Taken from 1950’s PSA called “Duck and Cover“, via Archive.org. Then I started playing with clips from the PSA. Have a good day....

Plan B

Bleah. Waiting sucks. On a completely unrelated note, some doodles....

Patiently waiting dot dot smileyface

On a side note, DROD: City Beneath is out. You are required to play it....

Ludum Dare #9: Build the Level You Play

The compo is going ahead full force, despite our complete lack of publicity and organization. The theme is “Build the Level You Play“. In other words, design a game leveraging user creation or user created content, or a game of building. Line Rider, PuffBOMB, The Incredible Machine, and much more. We’ve seen some pretty exciting ideas discussed in IRC, so don’t miss out. Sign up, blog, and upload here: 48hr.thewavelength.net...

Ludumdare #9, April 28th 2007

Yep. It’s coming. Beyond suggesting the date, I’ve been too busy to get really involved, but it’s coming. This might be one of the most last minute LD’s in a couple years, but it should come together. After all, it’s an April tradition. Visit us on irc.afternet.org in #ludumdare, and start some fires, and help us get things moving. The mailing list is still there, though the website is down. I’m in the middle of splitting my websites between personal and business on to 2 separate hosts, gamecompo....

Round 2

Delay OK. More goods. And a fish for good measure....

Simplification

I think it’s an important direction and discussion for game design. Sure, as a gamer, I can handle complicated control schemes. I’ve done my time and held my own in hotkey crazy RTS’s, twitch FPS’s, and I can be pretty menacing in Tony Hawk. But most of these games aren’t getting any easier. I don’t even care to finish Tony Hawk’s Project 8, or the Underground games, because the things you need to do at the end are ridiculous....

Snakey Jake

An interesting concept for design people. I’m calling them clicking platformers. Everybody’s played Wik, so I wont talk about Wik. This is a game I came across today called Snakey Jake. Snakey Jake (YouTube Video) It’s your usual casual game fare as far as graphics and polish are concerned. What I was expecting was a “click on a spot” sort of game and he’ll move to that spot, but it’s actually click on the platform and he’ll move to the nearest place on the platform....

OpenGL+Anisotropic-S3TC=No?

Hrmph. Strange. Anisotropic filtering in OpenGL on NVidia cards finally started to work after switching from uncompressed to DXT3 compressed textures. Whodathunk....