10 games that you believe people should have played?

>http://t-machine.org/index.php/2011/05/29/the-10-games-you-should-have-played/

This blog has a list of games that you think people should have played and here’s my list –
Deus Ex – Seems a lot of the younger folks haven’t really played it and it’s a great game, really nice use of upgrades
Sabre Team – Nice turn based, strategy shooter game from Atari/Amiga days
Railway Tycoon – Or any of those of the era, they’re good wholesome family fun
Golden Eye – Just really nice multiplayer action, and destructible environments
Turok – just some lovely environments and a good bit of fun
Lara Croft – As annoying as some of it got, nice mini games and exploration and fun character moves that were new at the time
Snood – Really simple game mechanics, but it got my missus interested in games so it has to have something going for it
Hotel Dusk – Really nice story based game with simple graphics
Gamebook Adventures – iPhone story based game, shows that a good story can make a game
Wii Resort – Something that’s not all very gamey, but has a bit of something for everyone in the family and very easy to get someone to play the odd game with you

Boston Unity Work Flow Event

Make Your Ideas a Reality: Suites and Unity Workflow


“On Tuesday, June 14th we are hosting event that should knock your socks off… Make Your Ideas a Reality with a Max and Maya workflow that works with Unity – there will be an in-depth look at Unity and the workflow with Max and Maya – then Carl will demonstrate how to make a game and build it for the web, iOS and Android.

Jono Forbes will be presenting Defective Studio’s Unity-based world-builder, Platformer, working with their Maya plug-in for full modeling of terrain, and the ease in which it lets you move back and forth between Maya and Unity.

Carl Callewaert has 10 years experience working in motion capture, 3d animation and game development. His professional experience includes working as a liaison between artists, programmers and sales department on software/hardware development, motion capture pipelines and (mobile) game development. As an Autodesk Certified Instructor and Unity expert, Carl has taught specialized courses and workshops on game engines, key framing, motion capture, photo-realistic rendering, visual effects, modelling, level editing at companies and education institutes. Currently, Carl is Unity evangelist at the award wining company Unity Technologies . He also runs Fundi 3D where he is involved in the production of games. At The Gaming and Animation Institute of Fredericton Carl oversees the 3D gaming programs and runs the eMentorship program.

When: Tuesday, June 14th, 6pm – 10pm
Where: Bunker Hill Community College

How Much?: Free. But registration is required”

Should be an interesting event for Boston Indies to get involved with especially as the folks at GET put on such great stuff for the games community!

What is Tech Art?

>Here are presentation videos from the talk given at 3D Stimulus Day.

The panel was hosted by Chad Moore, who you can follow on twitter as @smapdi
He also has a great blog with a load of information about how to get a job as well as including slides to his talks which you can find here.
The rest of the panel was made up of the following people –
Ryan Griffin, Senior Character TD, Turbine – @griffinanimator
Elliott Mitchell, Vermont Digital Arts –
@Mrt3D
Brandon Bateman, Senior Tech Artist, Turbine
Farley Chery, Instructor, ITT Institute and Bunker Hill Community College
Justin Woodard, Technical Artist, Turbine –
@JustinWoodard

The presentation covers what a technical artist means, covering how the varied role differs between the size and direction of the company from a large corporation to a small indie developer.

Roughly 45 mins in total over 3 parts, the final part includes part of the Q&A session.

Part 1 –


Part 2 –


Part 3 –


Using Unity3D to create a 2D game

>

Presentation given by Alex Schwartz and Yilmaz Kiymaz of Owlchemy Labs.

The topic of making a 2D game by mixing 2D and 3D in Unity and some of their tools that were created and techniques that can easily be used.

Some of these tools are available on their website for free.
The presentation is in three parts, totalling around 45 minutes.
Part 1-3:
Part 2-3:
Part 3-3 including the QA session:

Boston Post Mortem – HTML5 and Akihabara

>So the last Boston Post Mortem meet up event took place at the UK Trade and Investment office as part of the consulate.

The speakers for the event were Darren Torpey and Darius Kazemi, who discussed HTML5 game development, focusing on the open-source Akihabara framework but also covering other available HTML5 game engines and general advances in HTML5/Javascript.

Akihabara is a 2D (bitmap graphics) game engine based on the canvas tag, part of HTML5, a great platform for quick product prototyping, with very little knowledge of coding or web work to get simple stuff together and working.

Some information about the engine with tutorials can be found here.

Fantastic documentation about the engine can be found here.

The Boston Game James website has a copy of the presentation which includes a great list of links to the various demos and other engines, which you can find here.

Duels as a Casual Game

>Duels an online game that is vaguely a strategy game with some vague action involved. When I came across this, I thought it was a great little casual game that you could play a little over lunch, have some fun and have some immediate feedback. The first few days were a lot of fun, and the over all concept is quite a good one, but after a while, it becomes tedious, there is less draw to bring you in and you lose interest.

The game. Well you sign up, it’s free, you create your basic character, there are quite a few styles to chose from. You have a bunch of ability type points that you can put towards certain character strength, the usual such as stamina, strength, perception, speed and others. How you use them affect how your character performs and which kind of path you want to follow from being a warrior to a magician typer person. This is all quite fun and you can build on this quickly by gaining experience points from having fights.

Fighting is down to a few groups, basically a skirmish which is a quick one, doesn’t affect your win/loss ratio but you also don’t gain as much experience or gold. Fights, which allow you to gain more. There are also tournaments and ladders, they are basically the same thing but you can gain more gold etc.

You gain tokens which you can use to “buy” packs that include potions and weapons etc, theses you can either use or trade for gold allowing you to buy other things such as armour, animals and weapons. You can only carry so many things and equip your character with so much depending on the level of experience, this is where the balance is a bit lacking.

When you begin the game, it doesn’t take long to level up, allowing you to use more items and get a better character. This is quite satisfying. As you go along and reach certain levels you are then allowed to wear more types of armour and follow certain paths to get more skills such as an assassin. Level 25 allows you to use what is called action scripts, these are spells or abilities that you buy and when used in a fight can gain you a huge boost in experience points. The problem is, by this point in time, it is taking more and more experience points to level up, so it becomes less of a thrill for a quick lunch time thing, and as your character gains more and more health, the fights which you have no control over but are pre-calculated based on your stats that you can view take even longer to accomplish. They were a lot of fun to view to begin with, but after a while, they just took to long so personally I couldn’t be bothered which took a lot of the fun out of the game. I was only playing during lunch after all, if you were a kid at home it might have a larger hold where you could spend more time trying to perfect your character, but I lost interest as it became a chore to go through. I still check in on my character for a quick couple of fights because I do want to reach level 40, the final level to see what happens, but I really don’t care any more.

Other points that make this game interesting is the idea of “noble stones”, these are things that you can buy with real world money that can be used to enhance your characters abilities, or change abilities that you have previously selected. You can also use them to buy weapons and armour. These can be bought as one offs, or as a pack. You also have the option of a subscription, this provides a number of these stones a month and depending on the level of the subscription gives you more features.

I don’t think it adds anything to the game and playing it for free is just as much fun, but it is an interesting concept, it could do very well especially if the game was very engaging, allowing you to tweak your character much further than you could by playing it without a subscription. The only problem I see is that the game isn’t that engaging that those with the money would be willing to spend the money. Those who seem to get into this are under age to pay for the subscription, so they are losing out on the core market. On the plus side, there are no google adverts, which is a plus to you the player I suppose, but for the makers, a loss of revenue perhaps, but as the game isn’t quite as engaging as Desktop Tower Defense which has a huge volume of people clicking too on a daily basis, which really does earn the maker a good sum of money from google adverts.