Community is Moving (Again!)
May 31st, 2011, NewsSince the beginning of time we’ve had problems keeping our forums clean from spam. At one point our Dawn of Daria forum had over 30,000 bot accounts, and the forums here at OxeyeGames.com have had their share of dildos and ads for online drug stores. Upgrading the spam filters doesn’t seem to help much, and we’re growing tired of it.
We discussed closing down the forums altogether since it’s easier to contact us via Twitter (@vraket, @kinten, @jeb_ and @anosou) or email anyway, but having forums is a good way of letting players get in touch with each other. So our new idea is to piggy-back on the Reddit and create an Oxeye-related community there, which hopefully will be easier to keep relevant.
In other words, please head over to http://www.reddit.com/r/OxeyeGames and subscribe to our subreddit!
Battlefield: Bad Company 2 Review
April 3rd, 2011, ReviewsTwo days ago I played about 1.5 hours of multiplayer Battlefield: Bad Company 2 at an internet café with 2 friends. It brought back a large portion of the joy i had felt while playing the older games in the series, such as codename eagle, 1942, vietnam, and battlefield 2. It was more fun, better looking, more engrossing and more balanced than all of the previous games. The vehicles felt better, the guns felt better. The squad system was better and facilitated me and my 2 friends’ desire to play together…
I had noted some strange things such as not being able to find the repair or healing items for the engineer or medic classes, nor being able to restock on ammo anywhere. I convinced myself I had probably missed something. Ignoring my worries, I left the session with a sense of discovery. I felt like I had missed a great leap in gaming, and that next-gen games had something to offer. I wanted to go back and play again… I even found myself pondering if it would be worth getting the game myself.
The next day I went back for another 2 hours. At first it was even more fun than last time, but then, a creeping feeling of horror came bubbling through the cracks. Something was amiss, and I had felt it for a while. Teammates killed us for no apparent reason, calling us idiots – for as far as we knew – just playing the game. I remembered a button I had seen during level loading… unlock progress? At first I convinced myself I must have misunderstood, but then I saw it again and I had to resort to making myself not believe it – “maybe it was just some side-thing for people who care about useless achievements…” – It wasn’t.
Playtesting Multi-player #2
March 21st, 2011, Cobalt, IRL AdventuresWe had a few beers with Mojang the other night and recorded this 1on1 clip (it’s Kinten and thewreck playing):
Playtesting is fun!
February 17th, 2011, Cobalt, GDC, Game Development, IGFHello friends!
Development is sometimes painful and hard but most of the time it is pure fun! The past couple of days we’ve been hard at work with getting the demo up to date in time for our GDC appearance.
There’s been some major changes to the core concept of the game and for the first time in a while it feels like we’re making some great progress!
I’ll try to set aside some time for a write up of the current state of the game, but for now you’ll have to make do with a play testing video.
We’re speaking Swedish in the video, but hopefully our reactions are sufficient to understand what’s happening!
/Kinten
Cobalt Grabs Spot as IGF Excellence in Audio Finalist
January 3rd, 2011, Awards, Cobalt, IGFCobalt has been nominated as an Independent Games Festival 2011 finalist in the Excellence in Audio category! So incredibly well-deserved nomination (in my not so humble opinion), thanks to the great work by anosou (music tunes and jingles) and thewreck (sound effect engineering). With help of friends, of course The jury’s motivation:
The soundscape in Oxeye’s Cobalt was also praised for “giving it the amount of life it has”, with “immersive sound effect work that absolutely sells the atmosphere,” and a soundtrack that “stays away from melodic motifs to let the overall ambience take center stage.”
Cobalt also received honorable mentions in Excellence in Technology and Excellence in Visual Art!
Read all about it here: igf.com
// jeb
Cobalt Dev Video no 2
October 29th, 2010, Cobalt, DaisyMoon, Game Development, IGFWell hello! It’s time for another dev video!
A lot of people commented that they couldn’t really see what was going on in the teaser, so we thought it might be nice to really introduce Cobalt in this video.
For people who’ve played a lot of platformers before it might be a bit too detailed, but hopefully you can get a feel for the awesome platform flow we’re striving for.
Enjoy, and have a great weekend!
Cobalt Dev Video no 1
October 23rd, 2010, Cobalt, IGFIn this first of hopefully many dev videos for Cobalt we demonstrate some of the features for the map editor.
Also you get a unique (ones in a lifetime) opportunity to hear my soothing voice (/Kinten).
Check it!
Edit:Should have looked at it before uploading. I promise, it’s not as dark ingame
Cobalt music: Main Theme of Cobalt
October 19th, 2010, Cobalt, Game Development, Music, PreviewsWhy hello there, let me introduce myself. My name is Mattias (also known as anosou) and I’m the composer responsible for the music in Cobalt. While this mainly means I’m composing the music for Cobalt I also have a lot to say about the musical direction and help take decisions regarding how the music is handled in-game. Nothing fancy really but incredibly rewarding. This also makes it logical for me to talk about the music of Cobalt and that’s why I wrote this post you’re reading! So, I suggest hitting the jump below for some inside info on the Main Theme of Cobalt!
Crunchin’
October 19th, 2010, Cobalt, Competitions, IGF, Indie LifeCrunchin’ is not like surfin’ – not as cool and far less enjoyable. For some.
To us it’s a lifestyle. Crunching (intense working that more often than not leads to bloodshot eyes and veins being popped) is what we love – and crunching to get the IGF demo ready is what we’ve been doing the last couple of weeks.