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Tuesday, August 9, 2011

Jeff Vogel Discusses All Things Indie
6:00 AM | Cord Kruse | Comment on this story

indiePub Games has posted a new interview with veteran indie RPG developer and Spiderweb Software founder, Jeff Vogel. In the interview the developer discussed what led him to begin creating computer role playing games, the success of his most recent title: Avadon: Black Fortress, and Spiderweb's development schedule.

Vogel never really felt like he was part of the "Capital-G Capital-I, Game Industry," explaining that he's "just a guy in my basement making toys and hoping people have fun with them, though the increasing opportunities for small developers to make works of love, release them and make a living makes me very happy."

That allows Vogel and the rest of the Spiderweb studio to focus on their strengths ("dungeons and towns and stories") and releasing an indie game of their liking each year. "It's the only way I can make a living making the sort of work I want to make. It's my beloved niche and I'm very comfortable here."

Even so, their development process might seem a bit more structured than your typical indie studio.

"There is two months of planning, two months rewriting whatever part of the engine is most in need of it, six months of world design and testing, and two months to wrap up, release the game, take a deep breath, and get ready for the next one," explains Vogel. "It's an eccentric process but it's kept us in business for sixteen years, so I don't fight it."

Read the full interview at the site listed below.

indiePub Games: Jeff Vogel Interview
Spiderweb Software

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Developing Darkest Of Days
6:00 AM | Cord Kruse | Comment on this story

Virtual Programming has added a new interview feature to its company blog. This time VP's Brad Cook interviewed Mark Doeden, Andres Reinot, and Jeff Russell about development of Darkest of Days. The first person shooter follows the adventures of Alexander Morris, a soldier who must hop through time to protect specific people at key points in history in an effort to preserve the space-time continuum.

“With time travel on the table, our dreams for what the project was going to be easily ran wild,” Doeden says. “We had one rule from the very start: no World War II. The market was so saturated with World War II games at the time, we knew we didn’t want to touch what was already well done, and done all too often. With the format already decided on, a first-person shooter, we knew we had to keep our focus on events that would easily cater to the classic appeal of combat with firearms.”

He continues: “Eventually we culled the list down and went with five atrocities that we felt most of our consumers would relate with, but had not yet experienced in a video game. We’ll be honest, those five time periods were also what we, ourselves, wanted to experience in a video game. Taking an assault rifle into ancient Rome was something not to be ignored.”

Head over to the link below to read more.

VP Blog: Darkest Of Days Interview
Virtual Programming
Darkest of Days
Buy Darkest of Days

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What To Expect From The Diablo III Beta
6:00 AM | Cord Kruse | Comment on this story

Blizzard Entertainment has updated its official Diablo III website with a new interview. Kevin Martens, lead content designer for the upcoming action rpg sequel, offered more information about the game's beta test. Diablo III will return players to the world of Sanctuary where they will once again battle the dark forces threatening to destroy the world.

Now that the internal testing is nearing completion, what aspects of the game do you hope to focus on during the beta test?
Kevin Martens: Polish, polish, polish. In particular, we’re going to keep refining our approach to the game’s action-storytelling. We want the player to experience the story, instead of just being told the story by NPCs, so we’re moving a lot of the dialogue into the gameplay and leaving the quest hubs with just the bare, essential details needed to keep the plot moving. One example of this kind of a change can be found when players first get to New Tristram. When they arrive, they find the town under siege by a horde of zombies, and the guards need help fending off the attack before they can open the gates. One of the conversations between the player and the guards used to take place before the main zombie attack, but it now takes place during the attack. That subtle change took a short conversation and moved it into the action of the game, which made it more impactful and intense. Ultimately, we want the story to feel ambient and organic, instead of something that only happens between battles.
Check out the page below for the entire Q&A.

Blizzard: Diablo III Beta Q&A
Blizzard Entertainment
Diablo III
Buy Diablo III

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Doom 3 Source Code To Be Released Later This Year
6:00 AM | Cord Kruse | 4 comments

During his keynote speech for the recent QuakeCon event, id Software's John Carmack revealed the company intends to release the source code for Doom 3. The current plan is to release the code after the company's next title, Rage, begins shipping in October.

Carmack then challenged other developers to release their source code for study as well, saying it helps the developer community.

The well-known developer has often said in the past that he planned on releasing the code, but this is the first time that he has declared an approximate timeframe.
Learn more at the Gamasutra page listed below.

Gamasutra: Doom 3 Source Code
id Software
Aspyr Media
Buy DOOM 3

Mac Games News for Monday, August 8, 2011

Duke Nukem Forever Coming August 186:00 AM
LEGO Batman Digital Download Now Available6:00 AM
The Sims 3 Hidden Springs DLC To Be Released August 256:00 AM
The Sims Medieval Pirates & Nobles Pre-Order Begins6:00 AM
View all of the Mac games news for Monday, August 8, 2011 on one page

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