Archive for the ‘English’ Category

Spatial constraint: gamma 256

Wednesday, June 18th, 2008

The gamma 256 contest was held by the Montreal-based Kokoromi collective in november 2007.

The requirements for entering the event were to submit a playable video game whose resolution had to be equal to or less than 256×256 pixels. The event received many brilliant submissions, amongst which were indie hits Passage, Bloody Zombies and Mr Heart Loves You Very Much.

This has “spatial constraint” written all over it!

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Constraint: Space

Friday, June 13th, 2008

Space is the most logical constraint to consider after time. It is also one of the most obvious constraints I might talk about, due to its widespread use.

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Sid Meier’s Colonization Returns!

Monday, June 9th, 2008

Over at Gamasutra:

Take-Two subsidiary 2K Games announced today that developer Firaxis is currently working on Sid Meier’s Civilization IV: Colonization for PC, set to be released this fall. A “complete reimagining” of the original Colonization, it again puts the player in the role of one of four European powers seeking to establish colonial dominance over the New World. (more…)

Time constraint limits

Saturday, June 7th, 2008

What is the minimal time in which you can create a game?

I’ve postulated before that the total time spent on the production of a game can either be divided in having the idea and building the objects to communicate that idea with.

Lets look into those two amounts of time.

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Constraint: Time of production

Friday, June 6th, 2008

Time has long been thought as a negative constraint to game development. Huge, multi-million dollar productions sometimes last for 3+ years and still manage to feel incomplete at the end, sometimes even requiring a patch to run properly. The general assumption is that more time and more money will forcibly yield a better game. However, this is periodically proved false.

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Potential Games

Tuesday, June 3rd, 2008

What is a game? What is a game made of?

Is it built from the bottom-up? Top-down? Can it be without characters, levels, points? Does it need a story? Can it be boring, or make us cry? Does it need to have X or W, Y or Z?

There have been many different approaches to answering this question. Academics, professionals, journalists, and others have their own approach, mostly based upon previous work on media theory or using their field of expertise as a measuring stick.
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M.A.Z.E. “released”… sorta

Friday, March 28th, 2008

Yesterday was the final presentation of our prototypes before a panel of industry figures, including Jordan Mechner and BenoƮt Sokal.

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An interesting piece of spam

Monday, March 24th, 2008

My filters let this slip through today:

barkpeeler anatomicosurgical subdistinguished recontribute epigonium advisedly subtreasury upspring

Yeah, spam bots will try to find the most remote words to distinguish themselves from most spam and thus fool our filters. It made me think, let’s all hope that spammers don’t start using algorithms like the one I’ve used on poesysteme to create new words.

Although receiving spam made with my game might be flattering, I must say.

Update:

They seem to come in herds:

redoubtably hysterogenous globoseness precartilaginous licentiousness squelchingly armature shriekily

trowlesworthite hierograph siskin zenick judger cataractwise overdeeming cornerway

educative shaglet pixilated anthodium mowland paleostylic gebur unode

phacoscope ozokerite unbitten hepialid caledonian quoteless avijja quetenite

Just lovin’it…

Rush Week

Saturday, March 22nd, 2008

If you can see this, then you might need a Flash Player upgrade or you need to install Flash Player if it's missing. Get Flash Player from Adobe.

I haven’t been able to give any sign of life lately due to the fact that M.A.Z.E. has to be delivered monday.

I’ll manage to have a lot of info on it around wednesday, I think.

AJV @ ENJMIN - Days three and four

Thursday, March 13th, 2008

The series of conferences is drawing to an end. A quick recap on what happened yesterday and today.

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