Friend of the show and site Gnome wrote in to tell us about the eclectic delights bundle. If you're looking for some cheap new games to liven up your holidays, this is it! You get 11 games for only $3! (This average will climb as more people purchase it, so act quickly). It's hard to go wrong with this value, because the selection really does live up to its name. There's even an FMV game in there--Stay Dead! There's also plenty of platformers, strategies, and plenty of cool extras like soundtracks and comics. On top of all this, you'll be supporting charity and the Indie Dev Grant. My advice: pop over there now and grab this bundle; perhaps a few for your friends, too!
Deep Space is here! Grab the whole thing now for a mere 5 bucks! And yes, there's SHMUPS for Mark--check out Death Ray Manta! Here's the announcement:
Deep Space Bundle gets spaced out with TEN more games
Bundle In A Box: Deep Space (http://bundle-in-a-box.com/) was rich from the start. It exclusively debuted the eye-melting Death Ray Manta and offered you Jeff Minter’s arcade Tempest influenced masterpiece Space Giraffe, surreal RPG-adventure Dark Scavenger, remade C64 classic Armalyte, space-combat sims The Wreckless and Sol: Exodus, retro-inspired platformer Robot Riot, freshly released shooter Miner Wars Arena and an impressive selection of extras and bonuses.
Now, with the addition of the complete Bagfull of Wrong explosive bundle-within-a-bundle and its 10 loud, glowing and psychedelic arcade games, the Deep Space bundle got even richer! And more exciting too.
I have a special treat this week for all of you indie CRPG fans! Chad Mannicia, programmer/designer of the upcoming Tales of Illyria game, was kind enough to sit down for over an hour to chat about the new game. Bill Loguidice and I have already pledged, but you guys need to step up! We're talking turn-based party combat, an epic story, and, best of all, an Oregon Trail-inspired resource management component! The minimum pledge is eight bucks, so get your butt over there and pledge pronto! We can't let talented people like Chad go un-funded, especially when they have such a promising yet modest Kickstarter.
Download the podcast here.
Whew...Well, after a few days of coding I have a working prototype of my new game. I'm still calling it "Heavy Metal Metal Blocks," though I suspect that will change as the game evolves. I had a really, really tough time getting the Match 3 stuff worked out; I never dreamed how convoluted the code would get. There's probably a much easier way to do it than what I came up with, but it DOES work, at least as far as I can tell. Have a go and let me know what you think of the basic concept!
Just a quick update, mostly to put to rest concerns that I've given up. First off, I have to thank TripHamer for pointing me to a series of videos on Unity called 3D Buzz. My initial impression of the site wasn't good; there are a LOT of videos there; so much, in fact, that it's easy simply to get overwhelmed and leave immediately. Eventually, though, I took the time to explore the site a bit, and found a series there called creating a simple 2D shooter in Unity with C#. I figured that project didn't sound too bad, and if I couldn't even figure out how to create a 2D shooter in Unity (something I can do in my sleep with Gamemaker), I was out of my league.
As you all know (this is the seventh installment, after all!), yours truly has been working on becoming a hobbyist indie game developer. It's an interesting and very enlightening project, and not just because I get to work with cool software and possibly make some cool games. The aspect that's been the most rewarding is realizing just how much work goes into making modern games. I'll definitely never play a game like L.A. Noire again and not have to pause a moment to think, "WOW. Somebody had to sit down and make every single 3D object in this game..." Somebody had to rig every animation, and somebody else had to script each behavior. The sheer enormity of the task pretty much takes your breath away when you really understand how much effort went into it. And let's not forget the producers, as well, who somehow have to bring all of this work together. It's no wonder the credits on a game can take upwards of an hour to scroll by!
First off, stop playing Thrust Lifter. I know it's hard...VERY HARD. But this is Valentine's Day. It's about HER, not rescuing the Chilenoids. I'm not even going to provide a link to the game. Hey, don't click on that!
Now that you're NOT playing videogames, let's set the stage for a wonderful Valentine's Day.
Step 1. Breakfast in bed. How about some heart-shaped waffles? Don't even think about fake butter, buddy.
Step 2. Say: "I had an amazing dream last night. Then I woke up next to someone even more amazing."
Step 3. What's that? A box of chocolates! Nice. But say: "Chocolate is great. But let's face it...Mr. Hershey never tasted your lips."
Step 4. Present your clipboard. "I made a list of everything that's great about you. Let's begin with item #00000001."
Step 5. Hold on a minute! No background music??? ZOMG, you fool!!! Download Thrust Lifter OST on your iPod NOW!!!
Thank Gawd I'm here to save your marriage.
Download the Thrust Lifter OST right now.
Thank me when you have 4.5 children and a dog to fetch your slippers.
Well, it had to happen eventually. For awhile now I've felt that I've been making steady progress towards making my own CRPG using Unity and Blender, but for the last few days I've had the sickening feeling that I'm in over my head. Although I can watch endless tutorials that make the whole process look like a breeze, when it comes down to actually trying to implement anything myself it's just bewildering. I'm finding that I just can't seem to wrap my head around some of the concepts of 3D animation and control. I don't want to give up, but I'm feeling very tempted at this point to just throw my hands up in the air and either go back to trying to make something worthwhile with Gamemaker or beg and plead someone with more experience to be my mentor.