Over 3 years ago, I started work on Skirmish Line. You can and probably should check it out at this link to the Steam store page. In this post-mortem, I will be using what I call “The Good, the Bad, and the Unexpected” format for portions of the postmortem. Game development is complex and filled with uncertainty. There are good and bad aspects from various decisions but also sometimes unexpected outcomes, so I feel this format helps highlight the process more clearly. My goal is to help other indie developers by detailing my own journey, and I sincerely hope this helps others who are starting out. Starting Out Your Starting Skills When…
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Nintendo brings Labo VR support to Super Smash Bros. Ultimate
Nintendo has brought support for its Labo VR goggles to another flagship Switch game. Super Smash Bros.Ultimate now gives its players a way to watch and play certain matchups in virtual reality by using the craftable VR goggles from a recent Nintendo Labo kit. Nintendo Labo offers a look at how the Switch’s more unique features can be put to creative use to create some non-traditional game experiences, and rolling out Labo Kit support for its first-party games is another way the company is highlighting those potential uses. Nintendo’s foray into console-powered VR launched last month as a standalone experience that, with a little cardboard and specialized lenses, lets Switch owners transform their console into a…
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Researchers pit DeepMind AI against human Quake III players
AI researchers at Google’s DeepMind have trained an artificial intelligence agent on Quake III and published a paper on how it performed in matches with and against humans. Video games can be a useful tool for researchers looking to evaluate the capabilities of AI technology, and several including StarCraft II and Dota 2 have attracted the attention of companies like DeepMind and OpenAI. As outlined in a Science paper spotted by Kotaku, researchers at DeepMind trained the AI agent “For the Win” on thousands of hours of Quake III play data with the goal of demonstrating the technology’s ability to function in cooperative environments. The company broke down the whole process in a blog post on Google’s DeepMind last year, and the Science…
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GameBender console merges video games with kid-friendly programming
Jay Silver, one of the minds behind the Makey Makey invention kit, is working on a plug-n-play game console called GameBender that introduces children to programming by letting them create and modify games on the fly. At its most basic level, GameBender allows its players to jump right into a game, and then modify different elements of that existing game mid-play. It’s an approach that aims to let kids learn code while playing, and make the whole process more appealing from the get-go. The concepts they learn from modifying an existing GameBender game can be used in other games on the platform, or even used to create and share entirely…
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Indie publisher Raw Fury has acquired the rights to the Kingdom franchise
Indie publisher Raw Fury has purchased the rights to the Kingdom franchise from creator Thomas van den Berg for an undisclosed fee. The kingdom-building simulation title was the first game published by Raw Fury, and has spawned two sequels including a reworked version of the original and a proper follow-up called Kingdom: Two Crowns. The series has sold over 4 million copies to date, but after spending the best part of a decade working on the franchise van den Berg is looking to step away and explore new frontiers. With that in mind, the developer has sold the rights to Raw Fury so the series can continue. It’s a deal that works well for both parties, with…
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The things I wish I knew before becoming an art director
In this 2017 GDC session, veteran art director Denis Rogic presents nine major lessons drawn from the mistakes he made as an art director so that you can learn from them — and hopefully avoid some similar misstep! When Rogic was promoted to art director, he had no clue what was waiting for him. He learned he needed to acquire a completely new, social skillset. While not all of his lessons learned are art-related, they made his work so much easier that he considers them essential to run an artistic team. He gave a great talk and if you missed it live, no worries — you can now watch Rogic’s talk free over on the official GDC…
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Angvik
An action platformer! Released June 2013. Angvik is a platform action game set in a joyful but unforgiving land. The castle has been taken over by a barbarian and no one else has the courage to confront him, so take up your father’s gear and set off on a wondrous journey! And you’re not alone: you’ll find many birds and items to aid you along the way, and you’ll encounter all sorts of creatures to fight as well. But watch your step! You have only one life, so if you die, you stay dead.
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Arvoesine
An action platformer! Soundtrack by Ben Pettengill. Released July 2010. Arvoesine is a tough NES-style platformer in which you play a Roman soldier, throwing spears and swiping your sword at the enemy.
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Ainevoltas II
A platformer game. Soundtrack by Johan Hargne. Released March 2008. Ainevoltas II is a 2D platformer with minor RPG elements. It is the sequel to the earlier game Ainevoltas, but also partly a remake as many of the original elements have been kept. Eleven years after the defeat of Azazel in the first game, players control Justin as he had to rid Aengsvik once more from monsters that have infested its surroundings again. Justin can jump, attack and duck to recover health. Defeating enemies provides small drops that fill up an experience bar. When it is full, skill points become available to upgrade health, strength, jump power and health recovery. Health recovery…
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Final Vision
A platformer game, with a Final Fantasy theme. Soundtrack by Johan Hargne. Released October 2007. At this phase of the game you MUST grind, or else you’ll die a horrible death in the eastern area. Up until this point I was playing the game with… no armour. And was still doing fine. I buy some Dragon Armour though since it’s the best thing I can find.