Posts Tagged ‘indie games’

The Minecraft boat – don’t miss it

Thursday, September 23rd, 2010

I’m presuming, like the rest of the game-playing planet, you gave Minecraft a go during the free weekend just passed, and are now hopelessly addicted to it – but if not, here’s a fan-made trailer to try to show you what you’re missing:

Seriously, give it a go. There’s a reason it’s known affectionately as “Minecrack”.

And it certainly looks like everyone else is. Critical mass has been reached. According to THE INTERNET, sales of the 10 euro game (it’ll be 20 when it’s finished, but buy it now and you have access to all future versions) have now reached $US 250,000 a day. (Two copies of that were from our house.)

Isn’t it wonderful when talent and imagination and vision succeed?

UPDATE: MineCraft vs Civ You know, it’s not just the most addictive game for me since Civilization, it shares a number of characteristics with it:

  1. You start off with nothing but a randomly-generated world of valleys and rivers and resources, and have to cobble together defences to succeed;

  2. You work hard building a home, a civilization, a base – and then you test it against a hostile world. I think that’s a very powerful basic game design: build then test. You get invested in your creation, and then get to see if it’s any good.
  3. Like Civ, Minecraft has the “one more turn” element, even if it isn’t turn-based. You’re always just a little bit away from something cool. I’ll just get this coal and iron and then fashion some armour and I’ll turn it off. I’ll just build the decking on my blocky house and then I’ll turn it off. I’ll just sail to the next island for a look and I’ll turn it off. I’ll just explore around the corner in this dark mine and I’ll… DAMN CREEPERS! Now I have to go back to where I died and get my stuff, and then I can turn it off.

And, unlike Civ, I felt no pain when I paid for it. I felt good handing over my money. This is a guy who deserves our support – as opposed to, say, 2K, who’ve been actively screwing over everyone, and particularly Australians, on the new release. Ha! We’ll lock a civilization away as DLC so you have to pay extra for it! Ha! We’ll charge Australians 60% more! Ha! We’ll lock the Steam copies in Australia – even long after people can just physically buy it in the store! (I still can’t play it for another three hours, apparently – an arbitrary, stupid restriction that is all the more annoying for its lack of any kind of plausible justification.)

UPDATE #2: The Minecraft Song:

I am embarrassed about all my Minecraft efforts after watching that.

UPDATE #2: Via Rohan – a 16 bit ALU running in MineCraft:

I don’t even have the words for how awesome that is.

RRQ E04: Game Jam 2010 & Indie Development

Tuesday, February 23rd, 2010

RESTORE RESTART QUIT

Episode 04:
“Game Jam 2010 & Indie Game Development”
with special guest host Epona Schweer
and guests Marc Chee & Glen Forrester

Last month, I had the good fortune to watch the incredible unveiling of the results of the Sydney Game Jam 2010 competition at the Powerhouse Museum in Darling Harbour. In a packed room near the bottom floor of the Museum some 50 sleep-deprived developers showed what they’d been working on for 48 hours straight – and blew the audience away.

Some of the strangest, funniest, most creative games you’ve ever seen got turned out.

Inspired, we decided to bring on two of the GameJammers to discuss the competition, and indie game development in general.

With us for this episode is Marc Chee, who worked on the team that built the fascinating game Spy Wear (a game complete with multiplayer code) and Glen Forrester, the one-man team who built Gnilley, the game that almost literally made Stephanie “Hex” Bendixson fall off her chair with laughter.

Also with us to poke our two guests with different questions is Epona Schweer, a teacher at the Academy of Interactive Entertainment‘s Sydney campus.

Topics brought up include:

  • GameJam itself.
  • Designing and programming games.
  • The game development industry in Australia.
  • RAD & Agile (yes, those are real terms) software development as they relate to games.

Note: We had a few internet-related technical issues while recording this podcast, and as such there are a few glitches that had to be edited out. They should not cause any listening issues, but if something if a conversation point sounds slightly strange – we were cutting around internet dropouts.

Links to things discussed or relating to this show:

PS. We here at Restore, Restart, Quit would like to give our thanks to Dan Graf, Malcolm Ryan and everybody else involved with Sydney’s Game Jam 2010 – great work, guys!