Having fun playing the roguelike game, Risk of Rain? So are we, having given it our IGM Game of the Year award. But perhaps you’re struggling to unlock some new classes, or having trouble reaching..
Amazing articles in today’s Developer Links, including a by-the-numbers look at Monster Loves You and an in-depth update on trees in The Witness.
Monster Loves You: By The Numbers (Andy Moore)
“It’s about time to start posting my Y-Axis for Monster Loves You! But first, let’s put this into perspective with a bit of… Game History.”
Video Games Under Fire (Gamasutra)
“The game industry comes under fire from politicians and the media nearly every time there’s a shooting in a school, or any time a young person commits a notorious act of violence. In the wake of the Newtown tragedy, Joe Biden invited industry executives out to Washington to discuss games’ role in violence, and more research has been proposed.”
A Long Overdue Tree Update (The Witness)
“Hello! I’m Orsi, the girl who ended up modeling most of the trees for this game. When I joined the team two years ago, I didn’t think I would be doing much serious environment modeling. I was fresh out of school, hired to develop some interesting, hidden things around the island. For the first six months or so, I did a lot of brainstorming and playing around in the engine, but nothing that improved the aesthetics of the island in any significant way. However, since some of my projects involved mocking up certain types of trees, I realized that tree modeling is one of my favorite ways to unwind. So, when I got burned out working on a particularly challenging project, I started to volunteer to make tree sets.”
Luxuria Superbia in action! (Tale of Tales)
“At least how it looks in Unity’s scene editor. From the outside, literally.”
Art Asset Overview #41 (Wolfire Games)
“In this Art Asset Overview, I show the concept for the main menu UI and talk a bit about some new software I’m using. For a couple of years, I’ve been interested in trying some alternate workflow methods, but I was concerned that the new assets wouldn’t match up well with the older ones. However, I thought it was time to see for myself what it would be like to work with these new techniques.”
Feedback Friday: Shark Rider 0.17 (Arges Systems)
“Here’s Shark Rider alpha build 0.17.”
Good Morning Gato # 122 – Ska Studios Minus Cats at E3 (Ska Studios)
“Read about Ska Studios at E3 and some more Burning Questions answered after the break!”
Comic Con 2013 – Day 4 (The Behemoth)
“Here’s the epic conclusion to another wonderful year at Comic Con! We made it!”
Today’s Indie Links include articles on beautiful indies, like The Witness and Proteus.
Here’s a look at the games from this year’s Molyjam (Gamasutra)
“Molyjam Deux, the second worldwide game jam inspired by the pie-in-the-sky thought processes of Black & White and Fable designer Peter Molyneux and his parody @petermolydeux, came to a close late last night with nearly 200 games from more than 30 participating jam locations.”
Staying Humble: Proteus’ Origins And Ed Key’s Next Game (RPS)
“Proteus is a warm, soothing bubble bath for the soul. The lo-fi first-person explorer lets players loose on an island that’s one part rainbow dreamscape and another chirpy chiptune music maze. Basically, it’s what I imagine nature lovers believe the outdoors to be, even though every real-life forest, hill, and tree is actually made entirely out of spiders. And yet, for all of Proteus’ high-minded inventiveness, it certainly didn’t start out that way. Creator Ed Key had to learn some very important lessons about, er, not being Skyrim before his first independently developed game traded bullets for butterflies, and – despite Proteus pulling in a fair deal of money – he’s trying very hard to keep them in mind for his next game.”
Witness The Witness (Eurogamer)
“There are a couple of refreshing things about Braid designer Jonathan Blow’s presentation of his next game The Witness on Sony’s stand at E3. The first is that it’s happening at all. The second is that he’s showing us the actual game. Such is the illusory nature of the great annual video game circus, where even virtual worlds aren’t real.”
Here’s Your Chance, Do Your Dance at the Kerbal Space Program Jam (Kotaku)
“Kerbal Space Program is a space exploration sandbox game—think Minecraft in space. Most folks assemble spacecraft and try to launch them without killing their occupants. Others, as seen here, build orbiting basketball goals and go for extra-vehicular dunktivity.”
Phantasy Star Meets Suikoden? Sign Me Up. (Kotaku)
“The next indie role-playing game from a studio known for solid indie role-playing games is sci-fi, turn-based, and inspired by some of the all time greats.”
Interview: The Enclave (Independent Gaming)
“I stumbled across a neat little Kickstarter game while exploring that site. The Enclave is a post-apocalyptic sim game where a huge amount of the gameplay focuses on using the GPS functionality of mobile devices. I was intrigued by the concept and so I contacted the creator, David Kidd.”
Alpha Gameplay Trailer: Routine (TIGSource)
“Routine is an upcoming first-person survival horror title set on an abandoned lunar research station. The game features some roguelike elements, such as permanent death and randomized hazards and key item locations. The game’s three-person development team has also emphasized that there will be no HUD or scoring systems so as to increase the immersion. They are hoping to provide support for the virtual reality headset Oculus Rift at release.”
Gunpoint review: Indie film noir espionage (Kotaku)
“Gunpoint is the perfect game at the perfect time. At the same moment the industry is heavily promoting console innovation with aurally destructive stage demos, this indie game from reporter Tom Francis and a ragtag crew of volunteers offers a simplistic and quiet respite: an outstanding puzzle game with sharp writing, beautiful music and clever mechanics. As freelance spy-type Richard Conway, players work to investigate a murder – in which he is inadvertently involved – using handy spy skills like long distance leaping and scaling walls.”
It may be looking to storm the big screen in the next few weeks, but Indie Game: The Movie might just be taking over the airwaves too. That’s because the film’s soundtrack, composed by the multi-talented Jim Guthrie, is now available for pre-order through Bandcamp in anticipation for its May 15th release.
While the standard digital version of the album will set you back $5 CAD, there are a few other tempting offers for enthusiastic fans of the movie. First up is a special $19.99 CAD package that combines the standard digital soundtrack with one of three t-shirts, each with the film’s logo proudly emblazoned on them. Buyers can choose between blue, poppy or silver, which, according to its marketing pitch, is “cooler than white.” Alternatively, $32 CAD is all it takes to receive both the album in its digital form and, as an extra treat, on the beloved LP format, decked out with some fantastic cover artwork courtesy of Cory Schmitz.
Those who pre-order the album will also be granted immediate access to four of the soundtrack’s 24 tracks, available in .mp3, .FLAC or almost any other popular audio format.
Indie Game: The Movie is a unique inside look at the behind-the-scenes struggles of an independent development studio. Featuring such indie classics as Super Meat Boy, Fez, and Jonathan Blow’s The Witness, it’s been met with a hugely enthusiastic critical reaction upon its initial showings in front of key media personnel. If you don’t feel like taking my word on that, give Mike Gnade’s PAX East review a read.
Look for Indie Game: The Movie to premiere in US cinemas on May 18th. An official release date outside the United States has yet to be revealed, but we’re keeping our fingers crossed that some news will emerge very soon.
Jonathan Blow’s made his mark on the industry. The much is clear. But what’s been less clear lately is what the Braid creator’s next project, The Witness, is likely to end up looking like when it finally see the light of day. Right now, that’s still up in the air, but we might just be a little closer.
That’s because we’ve been treated to a pleasant little update from good old Mr. Blow on the game’s official website, including a new look at how the game’s much-touted island is shaping up.
Looking pretty, eh? That’s not all, though. Blow has also shed some light on how the gameplay itself is coming together, noting that the game’s more vexing puzzles are being crafted and shaped in a manner that will strike an optimal balance between lateral challenge and cognitive attractiveness. In short, that means that Blow’s teaming is aiming to ensure that each and every puzzle is thematically relevant to the in-game context in which it appears, rather than serving as a superfluous obstacle in an unrelated bigger overall picture.
On a more technical, but equally important level, The Witness‘ frame rate is also being addressed, something that Blow claims will greatly benefit how the game runs on the iPad platform. Also under the microscope are the game’s animations and tone mappings, adding a little flavour to the already splendid hues on display.
While Blow notes that the game is still very much a work in progress, meaning that various changes may still be made between now and its release, it’s certainly nice to see such openness as The Witness continues to evolve. We’re still barely scratching the surface as to what the game could potentially offer, making the wait for more information all the more tantalising.
For more information, have a butcher’s at the game’s official website.
Jonathan Blow has posted a development update on his upcoming puzzler, The Witness, after one of the “most productive periods of [his] working life”.Most people were stunned by Braid due to its puzzle mechanics which led to some very mind-boggling solutions. Despite how crazy some of the puzzles were, the player had enough of an idea of what to do due to the game design. So when its creator goes out to say the latest thing he has designed on his next game may be too hard for the player, you’re probably thinking either “bring it on” or “holy crap”.The Witness is a rather elusive game in development at the moment, but more and more is being understood of it as Blow reveals tidbits at a time. He says at the latest count the game has a total of 440 puzzles on this mysterious island he is building
Original Source: ‘The Witness’ Gets Harder, Longer, Maybe Not Faster
This Article was originally posted on our sister site, The Indie Game Magazine written by Chris Priestman.