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Monday, April 23, 2007

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Enemy Territory: Quake Wars Mac Version Confirmed?
6:00 AM | Cord Kruse | 15 comments

Planet Quake recently posted a community Q&A with Paul Wedgwood of Splash Damage about the upcoming Enemy Territory: Quake Wars. Among the interesting answers, Wedgwood addressed the issue of a Mac version directly, saying that work on ET:QW is going well at Aspyr Media.

How long after release are the Mac and Linux binaries expected?

Paul Wedgwood: "We don’t have a date yet, but the work has been going well. Aspyr has started working on the OS X version of the game and they have it running already. Timothee Besset at id Software did a lot of ground work on the Linux platform and this is benefiting the OS X platform. zinx is helping Timothee with the Linux binaries, so we expect to have the Linux dedicated server ready when the game ships".
To read the entire article head over to the site listed below.

Planet Quake: Quake Wars Q&A

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The Broken Hourglass Dev Diary
6:00 AM | Cord Kruse | Comment on this story

RPG Watch has posted a new developer diary from Planewalker Games' Jason Compton. The article examines the dangers of "What You Asked For" in terms of game development, specifically focusing on designing the upcoming RPG, The Broken Hourglass.

It turns out that an independent RPG producer may find himself in a position where he is asking for something without truly understanding what it is he needs in the first place. We ran into this issue early on with recolorable character sprites—the types of characters and creatures you can change from having red hair to having blonde hair, or from green clothes to blue clothes, with a single click of the mouse or tiny XML attribute change. In WeiNGINE, the code that powers The Broken Hourglass, there are four major ways the engine can identify where a recolorable "region" begins and ends—in other words, how to differentiate between "this is hair" and "this is skin", plus about a zillion different things the engine can do with that information once the regions are obtained.

Just knowing how to identify the regions was one thing. Knowing which would be the best to instruct the artists to use—and ensuring that they knew how to do it correctly—was another matter. More than once we had to blow up the sprites we were using and ask the artists start over. Not because the animations were unsatisfactory, but because the approach to recoloration I had asked for, which sounded correct on paper, ended up looking weak or unmanageable in-game. From their standpoint, of course, they felt that they had simply delivered What I Asked For. But What I Asked For was, in fact, the wrong thing to ask for.

To read the rest of the developer diary click over to the site below.

RPG Watch: Broken Hourglass Dev Diary
The Broken Hourglass

Wacky Mini-Golf Now Available
6:00 AM | Cord Kruse | Comment on this story

DanLab Games has released Wacky Mini-Golf, a 3D miniature golf game with colorful graphics and characters. The game offers 4 themes, seventy two holes, customizable golfers, online high scores, and up to 4 players in hot seat mode.

Wacky Mini Golf is a 3D game with a total of 72 colorful mini-golf holes. Choose your golfer or create your own with an iSight camera. Then jump in Charles' old aircraft to play in 4 exotic locales.

The game supports up to 4 simultaneous players (hot-seat) and features an online score keeping system. Use your webcam to customize your golfer and submit your photos to the online gallery.
-Mac OS 10.3
- G4 1 GHZ processor or higher
- 32 Mb video card
The demo is available for download from The full version costs $25.

Wacky Mini Golf
MGF: Wacky Mini Golf 1.0.1
DanLab Games

Pokie Magic Releases Pirates Plunder For Macs
6:00 AM | Cord Kruse | Comment on this story

Independent game developer Pokie Magic has announced the release of Pirates Plunder, a slot machine game with a pirate theme. Players can choose between a 5 or 6 reel slot machine to play for virtual winnings. The game also offers a variety of mini games to test dexterity and luck.

Taking inspiration from the success of their most recent game, Totem Treasure 2, yet striving for a different direction, Pirates Plunder incorporates the look and feel of a fantastic pirate theme - Blackbeard's treasures, ships setting sail, skull and crossbones, and Pecky, the animated parrot mascot. No detail goes unnoticed as the game play will lead players to all things pirate: gold booty, treasure maps, deserted islands, and the chance to find as much loot as possible.
Pirates Plunder is a Universal Binary game which requires OS X 10.3.9 or higher to run.

For the full list of features head over to the Pokie Games website at the link below.

Pirates Plunder
Pokie Magic

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Avernum 4 Updated to 1.1.1
6:00 AM | Cord Kruse | 1 comment

Spiderweb Software has released version 1.1.1 of Avernum 4 for Mac. The update fixes a crash in an optional late game event and adjusts a few other minor issues.

Life in Avernum just became a lot more dangerous. All at once, everything has gone wrong. The savages and dark creatures of the lower tunnels, once beaten into submission, have returned. Gigantic beasts, shielded by powerful magic, have taken up residence in the cities, wandering and killing at random. And normally peaceful citizens have been afflicted by a strange, overwhelming paranoia, making even regular townsfolk unpredictable and dangerous.

Nobody knows why these disasters have occurred. But you, through good luck (or bad), have stumbled upon a clue. And thus, you become involved in a shadowy war and a deadly struggle, which will take you through strange lands, bandit cities, and the darkest depths of the underworld. Your mission: discover who has attacked your homeland, and stop them. Before everything falls apart.
For those who wishing to avoid downloading the entire update a small patch is available Spiderweb's support site to fix the most serious bug.

Head over to to download the update and follow the links below for more information.

MGF: Avernum 1.1.1
Avernum 4 Tech Support
Spiderweb Software
Avernum 4

Jeff Vogel Continues To Explain His Hate For RPGs
6:00 AM | Cord Kruse | 1 comment

In the eight installment of theView From The Bottom Jeff Vogel of Spiderweb Software continues his discussion of reasons to hate computer role playing games. This time he focuses on the problem of numerous uninteresting monster encounters used as filler content in many RPGs.

For the uninitiated, when I say trash, what I mean are trash monsters. In other words, monsters that don't matter... faceless, indistinguishable, generally easy foes that exist only to eat up your time. You are at one end of a hallway. Your goal, be it a treasure, a boss, a pretty hat, a hug, whatever, is at the other end. To earn it, you need to expend a certain amount of time basically killing the same few easy monsters repeatedly to get to it. This is called clearing trash...

But single-player RPGs have plenty of this too. So many of them fall prey to what I call Long Corridor Syndrome. At a certain point, late in the game, you can tell that the developers ran out of time, money and ideas, and all you find are long, straight corridors filled with monsters and nothing else of interest. All those funky encounters and interesting quests that grabbed your attention at the beginning? They're done. Now, you just have to pay your dues until the game lets you win.
To read the rest of the article click on the link below.

View From The Bottom: Why I Hate Fantasy RPGs Part 2
Spiderweb Software

Mac Games News for Sunday, April 22, 2007

IMG Posts Interview with ByDesign Games and MyMacGames5:55 PM
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