Archive for the ‘Game Development’ Category

June 2nd, 2008

Because it’s fun, Fay

During the last couple of weeks we’ve been working on a small game for TIGSource’s Procedural Generation competition. The deadline is tonight, and we are just finished! The game’s called “Because it’s Fun, Fay”, and is about a woman called Fay who has been trapped in a tower by a lonely fairy known as Cornipolous. Not interested in being anybody’s pet prisoner, Fay decisively begins to find her way out of the tower. Cornipolous knows there are many dangerous monsters around, and he doesn’t want her to get hurt, so he’s forced to assist in her escape.

You can either play yourself or cooperatively with a friend, but in both cases the objective is to get Fay and Corn to the top of the tower, where an evil boss awaits. The topic of the competition was that the game should be different every time you play, so the game’s level and boss are randomized when the game begins. Download the game here:

Like the mods for Harvest, this game has been written completely in Lua. This has been an interesting experiment, and feels like an easy and quick way of testing new game ideas. You will probably see more of this from us :)

Hit the jump for a screenshot from the game…

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May 25th, 2008

Swedish Game Awards Video Coverage

It’s 2PM and Jeb and Thewreck are still sleeping, reason?
Yesterday we attended the Swedish Game Awards Grand Finale at Kulturhuset in Stockholm, representing Harvest. By representing I don’t mean just exhibiting the game, I mean social representation too (AKA drinking beer with fellow Indie-spirits discussing Indie-glory).
Great success! If anyone of you ever stop by Skåne, give us a call!

I must say, after having been a bit disappointed by some of the downloadable games at the SGA web site I was pleasantly surprised by this year’s line-up, especially by Blueberry Garden and Swarm!
Hit “Read More” to see the winners and video coverage of the ceremony!
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February 20th, 2008

Thewreck in Retrospect Part 1

During the early years of thewreck’s life (yes I know I’m speaking of myself in third person!), he spent most of his time either making games or playing them.

It all stared a time long ago, in the age of the Amstrad. AmstradHis father had just sold the tape-version in favor of a diskette version! Oh the joy of basic 1.0 – Many text adventures and fake operating systems later thewreck felt ready to take on his first sprites – and on what system you ask?

On the AtariAtari of course! This is where he made his first acquaintance with Clickteam through their game making environment STOS. It came complete with a lovely scripting language and a sprite editor! In it he made many feeble attempts including the legendary ninja game where the shuriken was on the same sprite as the character (what was he thinking really?)…

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February 18th, 2008

Game development – an expensive business?


In my humble opinion, the best part about working with game development is that it potentially involves many different skills, like programming, sound editing, composing and graphic design.
The downside of this of course being that each branch comes with an expensive license for the application involved.

Or does it?
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February 18th, 2008

Passion vs Profit

I was given the heads-up about an interesting article over at the indie game developer Grey Alien Games. Jake Birkett, who runs Grey Alien, had attended Casuality 2008 in Amsterdam and seen a lecture by Reflexive and Enkord on the topic of making games for passion or for profit.

During the presentation, Reflexive and Enkord explained which of their games were made for passion and which were made for financial reasons (also some were made for both reasons). They showed this on a simple diagram where passion was on the left and financial was on the right. Then, very interestingly, they revealed whether those games were a financial success or not based on if they had made a profit or loss.

Their conclusion was that games made for passion had a better result on average. That feels good, there’s hope in this world after all.

Read the whole article here.


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