So this is pretty random, but I got invited to a mini trade show around an aboriginal youth technology program here in Winnipeg. I’m not sure how effective the program is, but it does hook kids up with a free laptop - which can’t be that bad?
In any case, its always interesting to see how different people react to your games.
Thanks to those who ordered the indie music cancer fundraiser CD. When all was said and done, the CD that featured music from indie game music composers like myself, Josh Whelchel and Kyle Gabler managed to raise over $5000 USD.
I received my CD in the mail a while ago, and its really awesome - even better than I expected. I love the diversity of styles on the CD and the pure, unadulterated creativity. For Aquaria fans, there is also two tracks that riff on the musical themes from that game. One of them mixes a number of indie and mainstream game themes into an epic piano medley. I believe Josh is planning to get the CD on the iTunes store, but I’m not sure when that’s going to happen.
I’ve decided to release the track that I wrote for this CD on IA for free. Its performed by the talented singer/songwriter Samantha Durrie Davis. (who I met via her posts on this very blog!)
The song was written after my last trip to GDC. My girlfriend came down to SF with us and helped us run our booth. It was a great trip, but when it was time to head home, my girlfriend realized that she had lost her passport.
She ended up having to take a bus to get back to Canada. The full story is here.
Some folks have been wondering why there hasn’t been any updates on our iPhone game “Heroes and Villains” recently. To be precise, “Wha happened?”
Do you guys and gals remember H+V? Here’s an uncut video of the latest build that never got released to jog your memory, or introduce you to the concept if you haven’t heard of it yet:
The main stumbling block with releasing the game is that there are some interface problems. Right now its too hard for most people to pick up and play - which is a required aspect of iPhone games.
There’s also the question of being able to produce enough level content to make the game worthwhile. I wanted to aim for about 50 levels. There’s a fair amount of work involved in that, and I want to be sure that it’ll be worth the effort.
To whit, I’m employing the aide of some of my indie game developer friends - to have them assess, praise or destroy what I have in the game now, and hear how much potential they think it has. I think it’ll at the very least be educational; hopefully it’ll lead to the game improving and eventually being released.
For kicks, I’m also interested in finding out what you guys would like to see me spend my time on…
I have a bit of an unconventional approach to indie game development, and its not one that’s easy to defend.
The ideal way for most indie developers to start a game project is to prototype different core gameplay concepts until a really original, fun idea pops out. Once the wild gameplay has been captured, its mined into a full game with appropriate visual and audial dressing and a narrative structured around the gameplay.
I can’t argue that this is probably the most efficient and proven way to discover and develop a new game concept, especially for a small team.
Unfortunately, I always start by imagining a character and the world in which they live. Then I build a basic narrative and gameplay mechanics around who that character is, and what I would be most interested in experiencing from inside that character.
The thing is, I have a hard time - as a player - connecting to game ideas that are purely gameplay motivated. I love games with good, deep, responsive gameplay, but the experience hits a whole other level of immersion when fused with a compelling atmosphere and narrative.