Source: Age of Empires II Blog
|
Author: Thomas Ortsik
Founder and Kinda-Editor-In-Chief at Twinstiq.
Also known as Dr. Strangethumb
Resident Evil: Revelations 2 Going Portable
Releasing this summer, the Frima Studio port will package all four episodes and all downloadable content on one Vita cartridge.
Source: US PlayStation Blog
|
Twinstiq Now Has A Shop
Until April 14th you will be able to use coupon code: 15OFF and save some money. I decided on not taking any commission for the first 2 days (meaning: all the money goes to Spreadshirt, none to us, but you also pay less), so if you are short on money and want some sweet Twinstiq merch, now is the time!
And if there are any items you would like to see, leave a comment or send us a mail.
WRUP: Big Hug Edition
@Dr_Strangethumb Also, I finally read the obit. Thank you for doing that, I definitely felt the love, it was sweet.
— Mike Suszek (@mikesuszek) April 10, 2015
I think I speak for the whole team when I say: It was a (bittersweet) pleasure!
Glad everyone liked it! Special thanks to Andrew, who wrote the introduction.
But before I’ll look for some tissues, what is everyone playing?
- Greywolfe (@lostwolfe, YouTube): Hearthstone: blackrock mountain. The mage challenge. forever. quest for glory 2 and the dig. i'm not sure what to tackle after beating phantasmagoria, just that it has to be less horror-esque.
- Andrew J Amideo (@Andoro36): Hot Shots Golf 2. Also, maybe some Far Cry 4.
- Cody Hall (@Yoda0VGs): In honor of International Table Top day me and my friends will be trying to play through the following games at least once throughout the weekend: Smash up + level awesome 9000, Betrayal at House, Ticket to Ride: Europe, $%/%&%ERROR: BUFFER OVERFLOW
- Trisha Baumgartner (twitch): Going to be streaming some heists this weekend, will be on twitch@alonelyhawk
- Jimmy Vegas (@JimmyPhantom17): Fruit Ninja Kinect 2 and a little ACIII
- John Rausch (@visitzebes): I will *get* the god-awful controls of Kid Icarus Uprising and back to Bayonetta 2.
- Billy Colley (@Amuntoth): I'll be getting back from a week long trip, so I'll mostly be spending time with my wife. Which means some Diablo 3 coop with her.
- Thomas Ortsik (@Dr_Strangethumb): Probably some Helldivers with John Rausch and Bloodborne with a pack of blood pressure medication.
- Jye Cauffle: Bloodborne
- Mike Suszek (@mikesuszek): Long week of work. Have to finally do taxes, then work on my game, Codename: Colts! Oh, and GAME OF THRONES!!!!!
- Richard Mitchell (@TheRichardM): Bloodborne, obviously. Also Binding of Isaac on Vita. Feel like buying some PS1 Classics too.
- Sam Prell (@SamPrell): I can't say, but sure wish I could!
- Anthony John Agnello (@ajohnagnello, Twitch): I'll be playing a whole piping hot plate of City Hunter and Gotzendiener for PC Engine
- Susan Arendt (@SusanArendt): Story of Seasons, now that I'm *finally* out of the tutorial.
Mattrick Leaves Zynga: Can I Predict the Future?!
Stay tuned to the same Bat Channel and the same Bat Time, we'll let you know how it all shakes out.
Source: Gamesindustry
|
Jimmy’s Thoughts: How Hard Is It To Make A Game?
Why do we want to make games? Why do we want work with the very thing which we enjoy? I don't enjoy work, so why would I want to work on Video Games? The answers are short and sweet, but that is only the silver lining. Games are hard to make these days, but it was never always the case.
After the jump, we will delve straight into the depths of hell… I mean game development.
Have You Made A Game Before?
Since then, I'd tried multiple times to create games - all without a computer might I add. I got my first PC when I was about 13 years old and quickly found a game maker online. The first engine I found was a very early version of the DOS based program called OHRRPGCE (Official Hamster Republic RPG Creation Engine). With this new found program, I designed and developed a game, but as the engine wasn’t advanced enough to import assets, everything in the game had to be drawn pixel by pixel, but it didn’t take too much to put together. The final game was called The Legend of Marsden.
Before we go any further I'll quickly explain something. In High School, my Geography teacher was Mr. Marsden, he had a moustache – a very prominent moustache, and to be frank, we sort of picked on him. In the year 2000, I decided that I'd use him for my game, but he was to be the hero. I also used some of the other teachers from my school – Mr. Dempster (the villain), Mrs. Shortly (a boss) and Mr. Bannister (another boss). The game was set in and around the grounds of my school, so I went about developing the entire school in the game. Anyway to cut a long story short, the game was somewhat successful. I gave it out to my friends, who gave it to their friends, and even Mr. Marsden himself played it. Everybody was having a great time.
In 2001, I left school to go to college, and it was at this point I had finished my next "masterpiece" - The Legend of Marsden II: Moustache of Time. I'll assume at this point you've picked up on my influences for these games. In this game, Mr. Marsden sported a Hawaiian shirt and was the king in a land known as Tirmena (Yes, it was influenced by the Legend of Zelda games on the Nintendo 64). Top and bottom of it all was that this game had more RPG elements than the first, but by the time I had finished it, nobody was interested in Mr. Marsden anymore. It took me longer to make the second game due to the depth of it. Shame really, it was better than the first game in almost every way.
A few years later I discovered RPG Maker XP - one of the most well-known RPG maker kits out there. After getting to grips with it I designed a massive RPG game as a tribute to Final Fantasy. I had several ideas, and as the engine provided so many assets for commercial use, it was easy to use, but required much more time than my previous attempts. I had to use some of my own assets during the process as I eventually ran out of the given material. Anyway, time passed and I devoted myself to finishing the game. |
I even attempted to sell it, and I made a little money off it and got some good feedback, but way back in 2007, I had no idea how to market a game, so that’s why you've never seen or heard of it (until now). To this day, I still have the game, data files, scripts and assets to Beyond Eternity. Maybe I will distribute it again someday.
Roll on to 2014, and in that time I've tried several times to create a new game, but everything I did failed in some way. As some of you may already know, I now run several YouTube tutorials on how to develop your own game in the Unity 3D Engine. As time has passed, I found it increasingly difficult to put together a game, so I resorted to showing people how to make games instead. |
Where Is The Learning Curve?
Think about it, one man could have created Super Mario Bros in a relatively short time, as there wouldn't have been too much programming, minimal assets and the repetition of gameplay. To create Mario 64 would have taken one man much longer - most likely several years. Skip ahead to something like Dark Souls II, could one man on his own have created this within a reasonable timeframe? I highly doubt it.
How Do Developers Get Games Out Every Year?
No, they haven't, but developers are becoming too ambitious too quickly. Assassin's Creed Unity was a very ambitious game, and given the time it was developed in, it clearly wasn't ready for release. Sure, every game has a glitch or bug - whether it be a little
spelling mistake or a spinning head on a deformed doctor, the fact of the matter is that games are easy to develop, but hard to develop flawlessly.Annual franchises are things we have come to expect, and these sorts of games usually fall under one of two categories: 1. They are rushed and broken, or 2. They are short and not quite as broken. I'm not going to start banging on about how short and pointless some games are, or how some games are a broken mess, just remember that they are difficult to get out each year.
What About Those One-Man Indie Developers?
Minecraft is a good example of an Indie Developer doing it right. Notch created the game, marketed it right and went on to make millions (billions maybe?). How long did it really take to make though? Think about it, all the hours he put into making that game. The simplicity of the game on the outside appeals to almost any gamer, but beneath the surface is a complex routine of programming and logic.
|
Conclusion: Is It Hard To Make A Game Then?
Even doing my tutorials in Unity 3D is demanding, and so many things can go wrong. For example, I had a
problem with some trees behaving badly in a recent tutorial. If I were a professional developer, that was time and money wasted. Developers want to spend as little money as possible on making their games, but in doing that, they make it even harder for themselves.Games are getting harder and harder to make each day, and it is highly doubtful that you could feasibly make an AAA game in under a year. Remember, Beyond Eternity took me over two years to make and even now I know there are one or two bugs in it – Nothing game breaking, but it still sold a few copies and I still profited a little from it. If you want a deeper look at the game, speak up in the comments.
By all means, expand your knowledge on game development. It may even land you a job in the industry. Just don't forget your old pal Jimmy when you're making Fallout 5, Resident Evil 8 or Half Life 4.
Jimmy Vegas
All images are my own creation! |
Starter Pack Contents For Lego Dimensions
The Starter Pack will cost $99.99 when it launches on September 27.
Steam Greenlight: Football Tactics
Disclaimer: It’s actually an iOS port with an “improved single player campaign”. Don’t like them? Don’t click read more. I wouldn’t blame you.
But take a look at it yourself:
The game is now on Steam Greenlight, so if you are interested, make sure to vote for it.
Throwback Thursdays: Gargoyle’s Quest
I popped the cartridge into my GameBoy, fiddled with the contrast, so I could make things out amidst the blurry scrolling the screen exhibited, and set off on my quest. With only two hit points and tons of enemies and traps to deal with, I was stuck in that first level for what seemed like ages. My character could float over dangerous spikes, but only for a second and a half. I worked hard to master the exact timing to start floating at the apex of my trajectory and to halt my landings right over a bed of spikes as I swooped down a mandatory pitfall.
That summer, stuck on a 32 hour car ride across the country, I found myself with nothing but time on my hands. I had just finished reading my new comics, ate my fill of snacks, and got bored of looking out the window anticipating our arrival. Having had my fill of Tetris and finising Super Mario Land multiple times, I had exhausted my tiny library of GameBoy games. Here I was, with not much else to do and so I found a scab to pick at.
Thanks to repetition and memorization, I had mastered the path through the maze-like area and was able to reach the battle with the daunting gatekeeper in mere minutes. Somehow, after butting my head against a brick wall for what seemed like ages (I was a kid), I finally managed to kick his fishy ass and open up the gates to the next level.
Best of all, I got a password that guaranteed I would never have to play that initial stage again, I had spent far too much time there to want to go back. I reached a new threshold and it seemed like the world had just opened up to me, offering different paths and places to visit. I was able to upgrade my character to fire more bullets, and float for much longer, letting me access brand new areas.
New Nintendo eShop Releases: Separation Anxiety
There are sure to be fans clamoring for the game. Likewise, there are certainly Nintendo fans who are excited about the new upgrades and features that the New 3DS offers. But personally, I have to question Nintendo's wisdom in regard to separating their userbase with this release. I can't imagine that sales of this game will be that high. Far fewer people own the New 3DS than the original and XL models. Moreover, the very existence of the New 3DS and its own exclusive game(s) can only lead to further market confusion and animosity from uninformed consumers.
It just seems ill-advised to have made this game an exclusive when they could have just as easily made it playable on all 3DS systems. After all, Nintendo has already released 3DS games that took advantage of the New 3DS features but were still universally playable. But the decision is made, the die is cast, and now I suppose only time (and sales) will tell. In any case, Xenoblade Chronicles is but one of several new games this week. Joining last week's initial Wii U Nintendo DS Virtual Console release is WarioWare: Touched! and Yoshi Touch & Go. Head past the break to be reunited with the complete list of new releases.
- WarioWare: Touched! (Nintendo DS Virtual Console) (Nintendo, 1 player, $9.99)
- Yoshi Touch & Go (Nintendo DS Virtual Console) (Nintendo, 1 player, $9.99)
- Affordable Space Adventures (KnapNok Games, up to 3 players, $19.99)
New 3DS
- Xenoblade Chronicles 3D (Nintendo, 1 player, $39.99)
3DS
- Etrian Mystery Dungeon (Atlus, 1 player, $39.99)
- Pokémon Rumble World (Nintendo, 1 player, free to play)
- Runny Egg (Tom Create, 1 player, $1.99)
Andrew J Amideo |