Showing posts with label utah indie game night. Show all posts
Showing posts with label utah indie game night. Show all posts

Tuesday, November 29, 2011

November Utah Indie Game Night

Indie game night tonight was at Wahoo's studio. Lee Baker from Sandman Studios gave a presentation. Sandman studios started out as a special effects company (they did the effects in Pushing Daisies), but it looks like now they've branched out into flash mini-games, children's picture books, and maybe animated movies. They do good stuff. He talked a lot about what they do and how they do it.

One of the interesting things about a visual effects studio is that they make a lot of bids on jobs, so they really have to know how much it costs to do certain things. To get backers for other projects, they have to prove they can do it and that their investors can get their money back somehow. I think with games you can see effective and ineffective pitches over at Kickstarter (I think the general concepts would apply to non-kickstarter pitches as well). I'd like to help make a game someday so I'm kind of fascinated by how you really have to have a good-looking prototype before you can get any money.

There were a couple of games there, including McKay's ongoing Flexitris project (super-customizable tetris), Siphon Spirit (an action game kind of like Osmos), and some other games. The guys who are working on Me and My Zombies were there and it was kind of fun to have already played the game and use the time to give/hear feedback.

I'm still trying to figure out how I want to cover indie game nights. I'd like to mention games as I find out about them and then review them when they're fairly complete, and I think Greg does a pretty good job archiving indie game night (which games appear when). Oh, and I've added photos to the Minecon posts.

Monday, October 3, 2011

Utah Indie Game Night September 2011, part 3: Completed Games

For the last part of these series of posts covering indie game night, here's a quick rundown of the finished games I saw and played a little at home:

-Cardwood is a short experimental game Vazor made in two days. I played through it, and I'm not sure if I understand everything that's going on, but I like it. I like clicking on the buttons while I'm reading and trying to figure it out.

-Tile Factory, over on Kongregate, is a machine-building game with a factory theme. You have machines that duplicate tiles, conveyor belts, barriers, spray-painters, etc. It has a good tutorial and also tons of things that people who are really into building games like sandbox mode. Jon's working on a sequel which will have user-generated levels (and he's looking for an artist). Here's a screenshot:

-Frayed Nights: The Skull of S'makh-Daon is a first-person party-based RPG in 3D. From the little I've played, I'm impressed with the depth of the combat (your rogue can disappear for a while and surprise the enemy) and the humor (to restore MP you can take an insta-nap potion). The game has an interesting mechanic where progressing through a dungeon gets you star points that can be used to regain health etc., but these points go away if you exit the game and load it later--incentive for a longer play session. I also like how your party members are actual characters who talk to each other, and their character designs reflect their personality. Also, battle seems to be dice-based, kind of like D&D? It's the accumulation of years of work by Rampant Coyote, and it's for sale over at his site, along with a free demo. Go play the demo and see if you like it! Here's a screenshot; the pus golems are the first monsters you meet in the temple to the god of acne and boils:


-Link REALMS is an isometric MMORPG in open beta, also a game that has been a long time coming. I believe I saw it last October and I can tell you that the enemy AI system is really cool and ridiculously complex. It has an Oblivion-like leveling system, so you choose your specialties based on what you do, not some arbitrary race or class. I like that kind of system but it does have the drawback of being somewhat grindy (okay, this spell has to fail how many times before I get to level 5?). I haven't been able to fully explore the world yet, but it looks like there are cooking and animal husbandry systems along with magic and mauling and clairvoyance (!). Take a look at their wiki to see if they implement your favorite skills. The click and drag system of inventory leaves me feeling a bit disorganized, but it works. They're still working out a few bugs, but it's highly playable as long as you can figure out the double-clicking and targeting stuff.
all I want to know is if I will be punished for killing that puppy
There you go! Two browser-based games for playing on your work break and two bigger games for multiple-hours-investment-fun, made right here in Utah.

Friday, September 30, 2011

Utah Indie Game Night September 2011, part 2: Games in progress


Here's some information about the games in progress at the Utah Indie game night. Obviously, I haven't been able to play through each game, and most of my blurbs focus on the superficial. That's kind of how demos go. I'll have another post for the completed games (the ones I can play from the leisure of my home).

-Faerie Alchemy (play video; company) is falling-block puzzle game. Three or more adjacent suns turn into a leaf, leaves turn into blue pyramids, with new elements gradually adding themselves (the chain effect reminded me a little of Primrose). Ben had added some shiny effects that aren't in the video, and it looks very pretty. The game is pretty playable in both casual "this feels right" and intense "I'm thinking about every block" ways of playing. Ben's hoping to release it on iPad and then everything else.

-Multifarious is a game for mobile devices that is a tricky multitasking game. After balancing a ball on a seasaw through the magic of accelerometry, the game adds more and more tasks (touching the screen to jump at the right time, etc.) until you mess one up. Kind of like a cooking game, in that you have to keep track of multiple things at once, only a lot harder. I'm pretty sure this is their blog.

-Cthulhu Island, a Crysis mod, is a horror game with really good lighting (you use a flashlight to find your way, there are fires and things, it just looks good). I admit I am a complete sissy when it comes to horror games, and just watching someone play this game is enough to scare me. Josh and Michael have been working on it for years, and if you ever wanted an opportunity to slay Cthuhlu cultists, this might be your best chance.  Screenshot:

-March to the Moon is a top-down shoot-em-up with abilities and experience, set in a bar where you kill lots of rats to start out with. Curtis has been working on the graphics and it looks good (you can wear a skirt and hats!), and he's been working on balancing the abilities so it should be possible to get past the fourth boss. He's planning to sell it on XBLA. Here's a screenshot from a previous build:

-Bullet Train Hill is a delightful little puzzle-platformer where you're jumping around on top of a bullet train, so the wind affects your jumps. I liked the levels I played, and I'd like to play more. Chris hopes to make use of the concepts in another game.

There were a few games I didn't get much information about. Smote is an old school action-RPG, from the looks of it, and has online multiplayer. I'm very curious about how that is or will be going. There was also a UVU flight simulator, which has local Utah geography, which I think has the potential to be uniquely Utah.

Utah Indie Game Night September 2011, part 1

About every other month, the Utah Indie Game group meets in person. My husband wants to work on a game to bring at some point, but for now we just looked at the games people are working on.

Tracy Hickman of Dragonlance fame came and did a presentation on plot structure (some of it seemed straight from this Dramatica theory). We came a little late; Greg describes his lecture in a little more detail. It was interesting, but his complaints about games not doing anything new with narrative in the past 20 years did not seem accurate. Specifically, he said that games lack "impact characters" that players have an emotional connection (and story) with. I think ICO has a pretty clear impact character that you have to drag along and that many players felt emotional attachment to. From the little I've played of Dragon Age: Origins, it seemed like my party members were constantly feeding me their opinions of the choices I made. I agree that games could use some work on narrative, but I disagree with Hickman's complaint.

Afterwards we talked and played games people are working on. There were lots of games! The room looked a lot like this:
Link REALMS 
Playing Vazor's experimental text-based game, Cardwood
In avoiding a megapost, I'll post about individual games in the next post.