diary of an indie game developer

 

Archive for February, 2008

How to Make Photo-Transfer Tiles

Friday, February 29th, 2008

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Ruth has put up a tutorial on how to make tiles with copies of your photographs. It’s extremely comprehensive, should you decide to make a go at it yourself. The results are interestingly monochromatic, and give the antique feel of an old sepia-tone portrait.

City of Heroes 2!

Wednesday, February 27th, 2008

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Just before GDC, Cryptic announced City of Heroes 2 Marvel Universe Online Champions Online. I imagine the timeline went something like this:

Microsoft: “Hey guys, can you port CoH to the Marvel license for PC and 360? That’d be one sweet money-maker.”

Cryptic: “Sure! Let us just unload CoH onto NCSoft to clear our plate.”

MS: “Thanks for doing that, guys. By the way, we’re getting out of MMOs.”

C: “If we use really narrow letters, we can just fit ‘Champions’ wherever ‘Marvel’ used to be!”

Snark aside, CoH was a great foundation for a fun MMO. I hoped the Marvel license would give them the backing to really follow through, and build a great superhero MMO that didn’t have to be done on the cheap. I hope that’s still a possibility.

N+ on XBLA

Tuesday, February 26th, 2008

I believe I’ve posted about N here before (but you just try searching for N). N+ is now available on XBLA. It’s an awesomely minimal action platformer, and probably plays a lot better with a controller than a keyboard. (It’s also, to be honest, a bit sadistic.)

What will happen to games like this in a 35% royalty world? N was already available on the PC, and I wouldn’t be surprised to see a PS3 version. So, perhaps 35% wouldn’t have changed anything. Or perhaps it would have come out through the XNA community.

XBLA: Leaping Ahead, or Jumping the Shark?

Monday, February 25th, 2008

GDC just wrapped up, and there’s a ton of indie gaming news. Some of the biggest is Microsoft’s two announcements for XBox Live Arcade.

First, Microsoft announced the XNA Community Arcade, which will allow games created using XNA to be distributed to XBox Live users. Previously, you could only share games you created with other users of XNA. More specifically, you could send the source code to your game to another person who also owned the $100 devkit, who could compile it on their PC and then deploy it on their XBox 360. Now, they’ve taken all that out of the equation. Details about the business model (How much can I charge? How much does MS get?) are still secret, so it’s tough to tell if we’ll see lots of quality content, or if it’ll just be a fun wayfor aspiring developers and students to learn the trade.

On the flip side, Microsoft also didn’t announce they’re nearly halving the royalties they pay on XBLA games. That’s right, didn’t announce: they’re not saying anything publicly, but it’s absolutely happening. The previously generous 70% is down to 35%-45%, with some exceptions (you’d better believe EA isn’t taking 35%). Many developers are understandably upset.  What this massive change means depends on the specifics of other deals: will we see the good games go multiplatform, will XNA community take off, or will the only real profit potential be in shovelware ports?

Finally, Microsoft can’t be too happy that despite their superior online platform and larger software library, Sony seems to be getting at least as much press with a grad student’s project, a game about a shooting dot,  and a tower defense game.  If Microsoft’s given up on their internal selection process finding anything with more traction than a hallucinogenic giraffe, maybe they’ll try to take matters even more in-house.  They’d better hope they can take action faster than their disastrous response to HD-DVD.

Longest Console Game Install Ever?

Tuesday, February 5th, 2008

I just saw this bit of news that Devil May Cry forces a 21+ minute install the first time you play it on the PS3.  While it’s still got nothing on the PC, this sounds like a first on a console.  That’s still preferable to the infamous WWE PS3 loading time, which happens every time you play, but I would’ve definitely been shocked to discover the latest game I bought had a 21 minute unskippable concept art cutscene up front.