Here is a link to the presentation I gave a while back. Slides are at the beginning and slides with notes are at the end.
Enjoy!
Here is a link to the presentation I gave a while back. Slides are at the beginning and slides with notes are at the end.
Enjoy!
One of my very talented designer / programmer friends is working on a reverse tower defense game.
http://www.incrediblebaron.com/
I visited him in Utah a couple of years ago and reviewed the game for him and game him feedback. Back then it was already a very fun and satisfying play experience.
Clever and fun characters, witty dialog, and polished art helped enhance an already great game.
I highly recommend it to anyone who enjoys reverse tower defense.
If you’re interested, they’ve posted a Kickstarter here:
https://www.kickstarter.com/projects/1802153885/the-incredible-baron/
Thanks!
Studio XYZ is making a game. They have experience making games and decide that they spend way too much programmer time on the user interface. They decide to give a solution like Scaleform a try and are amazed with the nice looking visuals that they can get running with minimal programmer involvement. They sign off on it and begin development.
Halfway through development the programmers (there are more than one working on UI now) start complaining about Scaleform and the artists are miffed they can’t do certain things that they thought they would be able to do.
Just before shipping the project, almost all the programmers on the team are smashing keyboards, cursing, and taking required “time away from the desk” when dealing with Scaleform.
So what happened? Why all the frustration and anger?
The problem is that the development team was hoping to take what was normally an entire programmers full time job of doing boring UI work and move more of that work over to the artists. The artists would be happier being able to have more behavioral control over the UI and the programmers would be happier because they don’t need to put an entire programmer on UI.
The reality is that Scaleform introduces so much complexity to the game engine that it ends up requiring work from several engineers just to stay on top of it. It takes the “simple boring work” that the engineers were trying to get rid of and replaces it with a “hard to debug, memory hogging, performance sucking, obscure crashes in messy complicated code (providing you even have the source)” system.
The simple answer is: Scaleform adds too much complexity.
In trying to make life easier, they made it more complex and costly.
The game I have been working on for the last 18 months has finally been announced:
Chroma
http://www.harmonixmusic.com/games/#chroma
I was at Steam Dev Days this week and it was great! I’m really excited about the things that are happening with the SteamOS and what it means for us at Hidden Path with Windborne and Defense Grid 2 and also what it means for Caster.
Over the past few months I have been doubling down my efforts on a significant update to Caster. I even have a few artists on board to help update the visuals.
Here is a list of some of the things that have happened since the last update (in no particular order):
I’m very excited about where Caster is heading, especially with the new opportunities with the Steam Workshop that will make it easier to drop in maps mods that others have done.
If you’re interested in helping out, drop me a line!
Here’s looking to a great future for Caster!
Here are the results of my 24 hour comic this year:
http://www.elecorn.com/mikedsmith/ambition/
And here are those of a friend and coworker Marisa Erven:
http://marisaerven.wordpress.com/2013/10/06/24-hour-comics-day-100-panels-in-24-hours/
This year I went straight up Bic ballpoint pen. I tried to reduce the amount of roughing out and go straight for the final lines. It resulted in some pretty shoddy work, but it was REALLY fast. I think I spent about 9 hours on this comic. I got the idea for it while brain storming with my daughter the morning of. I really didn’t want to do a fantasy setting, but the message was compelling enough for me to push through it.
Hope you enjoy it!
This speed run is pretty amazing. Bingchang finished the entire Middon region in 8 minutes and 32 seconds.
http://www.twitch.tv/bingchang/c/2741773
We created Age of Empires II HD here at Hidden Path!
Available on Steam:
http://store.steampowered.com/app/221380/
To motivate how easy it can be to make games, I made a quick game in Small Basic based on my daughter’s game idea about rescuing pets. Enjoy!
http://www.elecorn.com/pet_rescue/pet_rescue.zip
Art mostly lifted from Ignition Entertainment’s Zoo Keeper game for Nintendo DS.