Global Game Jam 2014 closed its doors yesterday with over 4000 games made in 48 hours. More than 23,000 participants across 72 countries lost countless hours of sleep as they imagined, invented, and built new..
The game did very well when it sought funding on Kickstarter last year, coming in with a final total of $2,933,252 – an impressive 326% of their original goal of $900,000.
The game is only in beta at the moment, but as with all Early Access games, buyers will receive all future updates for free. The price of the final game will apparently be lower according to the developer, but for you money you do also get an updated version of the 1988 original, a copy of the original soundtrack, digital novellas and a digital concept art book to sweeten the deal, and those extras are exclusive to Early Access backers.
Set in a post-apocalyptic future version of America, the game has you and your band of Desert Rangers fighting to survive in the wilderness of South Midwestern States. Combat is tile and turn-based, pitting you against all sorts of mutants, other survivors and feral wildlife. The original is famous for being inspiration behind the popular Fallout franchise.
Watch the Early Access teaser below.
As a PC gamer who pretty much gets all my gaming done through a mouse & keyboard, or on my tablet, I have forgotten what it’s like to feel the rumble of an outgoing artillery round, or the impact of a crash in a racing game. Short of hooking up a console controller to my PC, I receive absolutely no physical feedback.
A new device called Woojer, is set to solve that problem for PC and mobile gamers.
Woojer is a small, compact device that gamers hook up through the standard headphone socket that every mobile device sports. PC users simply plug it into their PC’s audio output socket, just as they would with a headset. Woojer bridges the connection between headsets and the device/PC, allowing users to sport their preferred headet while enjoying the effects of the device. The Woojer itself can be placed anywhere on the player’s body, and is silent while in use.
By providing the user the right physical feedback, the Woojer device can completely immerse the user in the moment taking place within the game. The device itself was thought up by a rock concert engineer who was frustrated that he and other music enthusiasts could not have the same physical sensations at home, as they could at live shows thanks to the massive speaker systems that pump out the bone-shaking frequencies.
During Woojer’s testing phases, the designer discovered that the device could benefit the hearing impaired, as it allows hearing impaired users to literally feel the sounds. It was also discovered that many gamers were playing games at dangerous audio levels, in an effort to compensate for their headphone’s lack of ability of producing that desirable deep rumble, iconic of subwoofers. With the Woojer, those gamers found they could play at much lower audio levels, as the Woojer provided them the feedback they wanted.
Currently, the designers of the Woojer have taken the device to Kickstarter, in an effort to generate $100,000 to get the device out on the market.
The Woojer has the potential to revolutionize the game industry’s peripheral scene. If it catches on with PC and mobile gamers, there is a high chance it could be seen brought to consoles as well. A few years down the road we could all be playing Titanfall with five of these devices strapped to our bodies. Taking enemy fire while in the mech suits would set the devices off, allowing players to feel the impact of being hit, while feeling the rumble of their own weaponry going off. The future of the Woojer is certainly full of possibilities.
In today’s Developer Links: Doing right by players with free-to-play and searching for the perfect indie gaming platform.
Where is the “perfect” indie gaming platform? (IndieGames.com)
“Not long ago, someone let the genie out of the bottle. Some say it was Apple, some say Steam, some might say XBLA, but it became clear after more than a decade of large publishers and soaring budgets that it was possible once again to do the unthinkable… to simply make your own damn game.”
Advanced Audio Streaming in Unity (Gamasutra)
“In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.”
A blind gorilla with a fez walks up to a border checkpoint… (The Psychology of Video Games)
“Here, I’ve got a quick task for you. Assuming aces are worth 11, quickly double the value of each card below and add them up.”
Cosmic Star Heroine LV-Up ideas (Zeboyd Games)
“Gaining LVs is a crucial aspect of any RPG. There are RPGs where LV-Ups are completely predetermined (like Final Fantasy IV), RPGs where the player has a huge degree of freedom in how they build their characters (like your typical Shin Megami Tensei title) and there’s everything in between. Each system has its own strengths & weaknesses. Of course, with Cosmic Star Heroine we’re hoping to maximize those strengths and minimize those weaknesses.”
High quality photos of our California Extreme demo (Lost Decade Games)
“The live demo was so much fun! Big thanks to our friend Ricky for taking these excellent photos!”
Ithaka Update #2 (Jonas Kyratzes)
“The time we spent in Greece was great for Ithaka of the Clouds. Verena did a lot of drawing every day and, after some stylistic experiments, finished most of the images for the first part of the game. Yes, the game is divided into parts… but I really don’t want to spoil this stuff for you, so I won’t tell you everything. The first part is not the biggest part of the game, but it is fairly extensive and very important to the story, and being able to engage with it as we did in Greece really helped us to further define and shape what the game will be about.”
Supercell: “You have to do what’s right for players” (Games Industry)
“Ilkka Paananen calls for free-to-play developers to be pro-active”
There’s nothing like a tidy codebase (AltDevBlog)
“There you are! You, yes you! Been tasked with a new feature or a change, to the code or a script, to be done by yesterday, haven’t you?”
In this frantic 2D action game, you are part of the Mercenary Kings, the most skilled team of warriors-for-hire on Earth, but when your comrades have fallen and the fearsome forces of CLAW have seized an island-wide top secret Laboratory Base, you must do what it takes to stop them.
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Today’s Developer Links include several articles with meaningful data and/or advice for devs in general.
YouTube Studies The Impact Of Gaming And Delivers Compelling Statistics (GameInformer)
“YouTube has issued its first white paper (a document designed to help constituents understand a particular issue), titled “Gamers on Youtube: Evolving Video Consumption,” and the subject is near and dear to our hearts. Google’s ubiquitous video branch has quantified the impact of video games, and the statistics evidence significant growth in comparison to other content hosted by the service.”
Game Designer Is Hometown Hero to Burglarized Game Store (Kotaku)
“About a week ago, burglars completely wiped out the stock of I Got Game, an independent game store in Ogdensburg, N.Y., a town of about 10,000 on the St. Lawrence River. The store hadn’t even been open a month. Nothing was insured. The owner was in a daze. Then Brenda and John Romero walked in the door. They make video games. They know a lot of people who make video games, too. They figured they could help.”
Win Win Win for Eufloria HD! (Omni Systems)
“A few months ago we submitted Eufloria HD for something called the Big Chip Awards. They are the main UK awards for digital agencies outside London and are hotly contested. They had a (best use of) games category so we decided to have a go. We were allowed to enter two categories so also entered the design one because, well, why not?!”
June Postmortem (Unknown Worlds)
“Each month, the Unknown Worlds office hosts the ‘Post-Mortem,’ an opportunity for bay area developers to get together and talk all things games. People show off prototypes, share their latest ideas, and discuss design, business, programming and art.”
The Right to the University (Jonas Kyratzes)
“I’ve certainly never made a secret of the fact that I didn’t particularly enjoy the process of getting an education. Wait, let me be clearer: I hated school. I really fucking hated it. I didn’t want to be there.”
Queer character classes (Auntie Pixelante)
“Here are some avatars i was commissioned to create for the gaymerconnect forums. a friend of mine suggested that the existing avatars that users had to choose from all skewed male – androgynous male, yeah, but as a trans woman she wasn’t comfortable wearing that as an avatar. so, i tried to fill in the blanks with a bunch of feminine, femme and genderqueer identities.”
Playing with friends equals gaming success (MCV)
“Oslo Albet, creator of co-operative puzzle game Fireboy and Watergirl, discusses how allowing kids and parents to play together can help spread word of your latest title”
The Genius of the Game Design in Monaco: What’s Yours is Mine (Zeboyd Games)
“Let’s discuss the design of Monaco: What’s Yours is Mine for a bit, shall we?”
Ocean City Racing is an open world driving game powered by Unreal Engine 3.
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About the Video:
Created by Zephyr Moore
Today’s pick of the web is a rather interesting roller-coaster designer that goes by the name of PaperCoaster. PaperCoaster was created by Elisée the whole idea is to create a roller-coaster which both scores you a good score whilst functioning.
PaperCoaster is a game of two halves as you must first draw the roller-coaster on the paper and then run it in real-time to ensure it works correctly. The drawing stage does take sometime to get use to, but after you get the hang of it the idea is rather straight forward.
The next stage where you must test the coaster is a little bit more difficult as you quickly begin to see flaws in your design as you try time and time again to get your coaster to the finish intact.
The concept is genius and brings about many very straightforward ideas which when put together make for a very fun game.
Average play time – 15 minutes
PaperCoaster is of such a high standard that it’s hard to believe this was designed in just a weekend. It’s a game with a great deal of potential and with some added development I could see this taking prime position on mobile devices, as the controls are very simple I feel it would be suited well to touch devices.
Of course the mobile version would need more levels and the ability for users to create and share their maps with others. Be sure to download PaperCoaster now and see what you think.
If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at email@example.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!
Residue is an intelligent, story-driven 2D platform adventure in which you control three different characters, exploring an abandoned excavation site in the remains of the Aral Sea in present-day Uzbekistan. Once the fourth largest lake in the world, the Aral Sea is now an arid wasteland, a victim of decades of Soviet cotton irrigation. To some, it is the prime example for humanity to stay out of nature’s business. To others, it’s a world waiting to be saved.
An overhead racer that plays out with a bumper car vibe as it aims for some serious racing fun without actually taking itself seriously. Mini Motor Racing EVO lets you nitro boost your way across sunny beaches, rainy city streets, and everything in between. Combined with a track editor, this one comes with nearly unlimited multiplayer mayhem in a non-chase cam racer!