On the role of Inspiration in Game Design
I realized today that I have applied approach 1 too much in game design. I must apply approach 2 more!
Hit read more to see a lovely graph that hopefully explains what I mean…
I realized today that I have applied approach 1 too much in game design. I must apply approach 2 more!
Hit read more to see a lovely graph that hopefully explains what I mean…
Here follows a couple of videos I posted on my youtube channel from the development of Cobalt v121 Alpha. Some of them showcase interesting bugs, other show off new features! Read the descriptions to find out more!
Hit the jump to watch them!
Hi again! The last update was some time ago now, too long in fact! This is not a post to announce a new update, but to give some insight into what is going on.
Hit the jump for the full read.
In this post I will talk about:
Hit the jump for the full read!
Hi! In this post I will be musing on the following topics:
Hit the jump for the full read!
Hi! In this post I will be musing on the following topics:
Hit the jump for the full read!
Hi everyone!
As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.
Happy new year everybody!
As you already know, Oxeye is run more or less like a hobby, so things get done in the order they are fun and we have energy and time to make them. That means we’ve accumulated a lot of unfinished projects (because finishing projects is not as fun as starting them), so I’ll begin this year with a small list of stuff that aren’t “done” yet, and what our “plans” for them are.
So there it is. I’ll make a new year promise that during 2010, we’ll start more projects that we won’t finish!
/jeb
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. His 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 Atari 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?)…
All of us have different ways of maintaining the glamourous life of independent game development, such as part-time jobs or standing at the corner friday nights. thewreck’s method is to study “Interaction Design” in Malmö. Every now and then, they make installments that are intended to make people interact with other people, as well as with the installments themselves.
The most recent mischief they’ve made is a “LED door sign,” which could be changed by various switches, placed on the toilet doors at a night club in Malmö. They recorded the event with a camera, and it’s quite fun to see people reactions when the “lady’s room” and “men’s room” signs switch places.
You can read more about the project on this link, or follow the jump to see one of the clips. Noteable highlight: the guy in the beginning (testing the signs) is thewreck!
Oxeye Game Studio is proudly powered by
WordPress
Entries (RSS)
, Comments (RSS) and YouTube Widget by Daiko.