Oct 302009
 
Machinarium

Machinarium is Amanita Design’s beautiful puzzle-adventure game. It is set in a world inhibited by robots, and your task is to prevent the bad robots from blowing up the city. Quinton Bronkhorst tells you what he thinks of it.

Lugaru 75% off

 Posted by on 30 October 2009  News  No Responses »
Oct 302009
 
Lugaru 75% off

Holy crap, it really seems to be the season for indie specials and giveaways. First we had the pay-what-you-want special for World of Goo, then the giveaway announcement for Unity3D’s Indie package. Now we hear that Lugaru, the ninja bunny brawler from the good old chaps at Wolfire, is going for a quarter of its [...]

 
World Train Royale

In this article, Quinton Bronkhorst compares World Train Royale with a chocolate cake with too many ingredients: delicious to imagine, but too rich too consume. The early parts of the game work well, but as features get added the gameplay suffers.

Unity3D … now free!

 Posted by on 28 October 2009  News  No Responses »
Oct 282009
 
Unity3D ... now free!

Oh boy, Unity’s servers must be veritably clogged right now. Earlier today, Rock, Paper, Shotgun discovered that the Unity Indie package is being given away for free. Considering how the product used to be a not-so-dismissable $200, this offer is pretty damn significant for indie enthusiasts cursed with shallow pockets. The Pro edition still stands [...]

Oct 282009
 
The Samorost Games

The two Samorost games, the flash games by Amanita, has revolusionised the way we think of atmosphere and art in games. In this article, Rodain Joubert pays homage to the games that set a new benchmark for adventure games.

Is Modding Useful?

 Posted by on 27 October 2009  News  No Responses »
Oct 272009
 
Is Modding Useful?

Over at NAG Online, I’ve written one or two pieces that concern themselves with game modding and the like. I’ll be the first to admit that modding isn’t my strongest point — or an aspect of game development which I have a particularly vested interest in — but I do believe that any self-respecting developer [...]

Oct 272009
 
Grappling Hook

Ninjas have them. Batman has one. Bionic commandos have one too. They’re grappling hooks and they are throwy, shooty, swingy good fun. They’re also nothing new in games. The afore-mentioned Bionic Commando could not jump at all and relied on his grappling arm to grab ledges and swing around the place like a crazy cybernetic [...]

Asemblee competition starts

 Posted by on 26 October 2009  News  No Responses »
Oct 262009
 
Asemblee competition starts

I think I’ve mentioned before how delightfully interesting TIGSource manages to make its game development competitions. Oh, sure, you could go for one of those stock-standard phrase-themed compos that all the other kids are going for, but why keep yourself trapped inside that box when you can think in terms of the new Assemblee comp? [...]

Guerrilla Tool Development

 Posted by on 23 October 2009  Development, Programming  5 Responses »  Tagged with:
Oct 232009
 
Guerrilla Tool Development

I have a weak spot for cool game development tools. Not the IDE, or art or sound tools – I mean the level editors, AI construction tools – those that developers develop specifically for their games. Those that you know could help you multiply your content, and craft your game just a little bit better.

3-year-old versus Super Meat Boy

 Posted by on 23 October 2009  News  No Responses »
Oct 232009
 
3-year-old versus Super Meat Boy

So here’s a little something to kickstart your weekend and brighten your day. Edmund Mcmillen, a delightfully twisted gentleman who should probably never be allowed near children, was recently allowed near children. One of them happened to be a grizzled, stern-faced game reviewer called Acacia, and it was her job to analyse and evaluate Super [...]

Oct 212009
 
Notorious XBIG massagers: the devs speak!

Yes, this news is probably a bit old by now, and avid Kotaku readers will probably have looked at it already, but I saw this article on the Xbox rumble massage apps receiving some link love on GameSetWatch and couldn’t pass up the opportunity to investigate. Titled “The Xbox Massage-Makers: Money, Sex Toys & Indie [...]

Point-n-click is aliiiiive!

 Posted by on 21 October 2009  News  No Responses »
Oct 212009
 
Point-n-click is aliiiiive!

So, Machinarium has recently hit the market and journalistic smarties everywhere have yet another opportunity to remind the world that the adventure genre is not rotting in an unmarked grave somewhere on Dr Fred Edison’s creepy estate. Guhhh. Proud declarations of point-n-click adventuring’s astounding non-deadness are becoming something of a cliché in my books, but [...]

 
Rage Rundown - In pictures

Every year the Really Awesome Gaming Expo (known as rAge by close friends and relatives), held at the Coca Cola Dome in Johannesburg, acts as an undeniable and almost irresistible force, drawing in gamers and game developers alike from all over South Africa and some parts of the Rest of the World™. Naturally, this can [...]

Where’s our profanity pack, 2D Boy?

 Posted by on 20 October 2009  News  No Responses »
Oct 202009
 
Where's our profanity pack, 2D Boy?

That’s nearly sixty-thousand sales. In a week. All those fancy numbers mathemagically work out to almost $100 000 earned (minus whatever Paypal decides to keep for itself), all for a year-old game. This is, of course, not counting the boosted sales the game also saw on Steam, simply because people were once again reminded of [...]

Indie game crossword

 Posted by on 19 October 2009  News  No Responses »
Oct 192009
 
Indie game crossword

As I lay in bed this weekend, sweating and snotting from some sort of sickness (hey, alliteration!), I was pleased to see IndieGames shaking things up with a crossword puzzle focused on independent games. Cor blimey, I’ve never seen one of these before! There’s not much to say about it (it’s a crossword) but it’s [...]

Notepad game design

 Posted by on 15 October 2009  News  No Responses »
Oct 152009
 
Notepad game design

We mentioned Machinarium about a year ago when we covered it in our IGF roundup. The game was nominated – and eventually went on to win – the $2500 for Excellence in Visual Art, which isn’t hard to believe when you see the hand-drawn detail that was crafted into every scene. All that effort is [...]

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