Just as a reminder, block off 2 p.m. to 6 p.m. tomorrow! The NYU Game Center will be streaming games from the End of Year Show. Missy Senteio, whose work was recently featured at the American Museum of Natural History, and Zach Barash, a designer for Kingdom Death whose Magic: the Gathering writing has been featured on the official Magic site numerous times, are slated to co-host.
I apologize for the dearth of posts recently. My attention has been elsewhere . . . .
This charity stream, hosted by Capcom Cup commentator Skisonic, will feature a number of the games that will be playable at the End-of-Year Show. Tune in for the latest in design!
At the Global Game Jam I got to work with Sam Von Ehren and Zach Barash, both of whom are amazing designers, on a game made with Move38’s forthcoming Blinks.
In the original design, two cooperating players raced against time to get waves of color to meet at specified points. Each player had a red, yellow, and blue source. To score a purple tile, one player had to send out red and the other blue, timing the waves so that they would reach the purple tile at the same time.
After scoring players were obliged to reposition one of the tiles, and each scored tile would become a barrier to future waves. They could then choose a new tile to be their goal–but with the board getting more complicated mistakes got easier. Players needed to keep a cool head with time running out to get a high score.
Being a game jam, we didn’t get all of that implemented. Nevertheless, it was fun to work with new technology, and we feel that the design is very promising. Here’s hoping to get to work further on the game as the platform goes forward.
If you’re looking for gifts for game-playing kids, Cognition just won Playcrafting’s 16 Bit Award for best mobile game. Cognition is an all-ages title with a simple but compelling way to move around cheerful levels. Friends at the NYU Game Center have been working on it for some time, turning it into that rarest of beasts: an innovative game that’s also well-polished. Digital stocking-stuffers may or may not be part of your holiday experience, but if they are, take a look!
Last Bastion‘s design process has been . . . involved. The game is currently on version 8.4; each new whole number represents a completely new prototype. Moreover, that does not include the very earliest concept-exploration prototypes over the summer.
Fortunately, there’s a light at the end of the tunnel. My major stakeholder was very pleased with how today’s test went, and I’m excited about the current direction. It’s interesting from a design perspective, and has a neat, wild magic feeling to it.
While it’s not yet ready for prime time, Last Bastion is getting there. Look for more news on it in the future.
You and your companions are heroes worthy of myth. Possessed of incomparable strength, dauntless courage, and endless wit, you are each a force to be reckoned with. Together, you are the greatest warriors of your age, able to stand beside those who have written their names into history.
Even so, you might lose the day.
A horde stretches out to the horizon before you. If there is a limit to their numbers–surely there must be–you cannot see it. The walls you defend are thick and high, but even vast piles of rock can be worn down by such a tide.
“No,” one of you says to the others, reading the group’s thoughts. “They have a limit. We can hold against them.”
A cry you feel in your bones heralds their first rush.
Apologies for the late update! It’s been a week of coding, testing, and now more coding in response to the testing. 😉
You’ll have to forgive me for needing to sleep, but I leave you with a shot of placeholder art:
Bonus points if you can tell how this boss fight works. 🙂