Dan's the man

Come up with a concept. Love the concept. Get artist to love the concept. Find a compo due in a mere couple months. Go crazy. Result: Samurai Soul Hunters [Video] Motivation at it’s finest....

AO got you down? Bring down Unrated.

The AO games rating seem to be the hot topic as of late, thanks to Rockstar’s Manhunt 2 initially netting the rating. The AO rating is terrible for game, because it excludes you from key retail outlets like Walmart. But I want to bring your attention to something that’s generally being overlooked by these articles. Films in the same genre as the Manhunt game. Hostel and Saw. Torture films basically. Hey look!...

Oh hey look, it's IGF time

Wow, and yikes. Time flies. IGF Submission time again. October 1st ‘eh? I should probably enter. shrug Here’s something interesting. The 2008 IGF Main Competition will again be open to all independent developers to submit their games – whether it be on PC, console digital download, Web browser, or other more exotic formats. Cool, but doesn’t that have to mean your game is already available/to be available by October?...

Exploring the Umi-Rope

Last post talked about the random thoughts I’ve had about how to pull off the rope dynamics in Umihara Kawase, this classic SNES game that drives us all mad. I made some bold suggestions, and decided to try them. After a couple hours of work, while not as complete as I want, it’s far enough along to be able to demonstrate to me if I have a right idea or not....

The secrets of the Umihara Kawase rope

Raigan and I have had an extremely brief dialog on in game ropes. It makes sense, for a while we were both doing rope driven games. Well, due to my failings as a communicator, I sort of just never got back to him. Yet, I absolutely love the topic, and certainly spent much time puzzled by it. Apparently I’ve also made the conscious effort to push my way in to obscurity....

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....

Patiently waiting dot dot smileyface

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

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....

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....

Difficult Names = Bad?

Lets try a little experiment. (Try to) read this. Sykhronics Entertainment Anyone that’s followed my work probably won’t be miffed by that mean looking first word. But if you stuck around, you stuck around for my work, not my clever name. You probably have your own pronunciation of it too. I’ve certainly heard some interesting ones from telemarketers that whois’d my domains for a phone number. Lets see if we are thinking the same thing....