Friday, 29 October 2010
Namco Halloween iPhone sale
I got BIT.TRIP BEAT. :D
EDIT: Also there is a Steam Halloween sale too...
Egyptian god at the laundrette
I was reliving my past, instead of doing my coursework (as you do), and searched up Super Flash Bros. Super Flash Bros made a short flash series on Newgrounds I used to watch when I was 14 called Decline of Video Gaming. I was originally just going to show my friend Sean (who's blog is Multi-Purpose) the videos, but I stumbled across some of the new stuff they have done. First off they have this beautiful animation Wash, Seth and Dry, which is only 20 seconds long but very cool. They also have a cute little game called Haunt the House where you play as a ghost that can posses object to scare people out of a house.
Thursday, 28 October 2010
Raspberry plot overview
Prologue / Act one part 1
I'm not quite sure whether this is the prolougue or just straight into Act one... None the less this section will be very short. A mysterious grape steps out of the shadows and tells Logan (raspberry hero of the story) that his master, The Dragon Fruit has wants to see him. Logan makes his way to see Dragon Fruit.
Inciting incident
On the way to the Dragon Fruit, the kitchen is attacked by a variety of small fruit (berries, lychees and such). Logan doesn't have a weapon so has to sneak past without being seen.
Act one part 2
Raspberry reaches Master Dragon fruit, only to find his master mid battle with a Horned Melon (called Helon). Dragon Fruit falters when he sees Logan and is sliced in half by Horned Helon.
Sliced in half but still alive, Dragon fruit gives Logan his weapon and tells him he's "ripe enough" to reach his full potential. Before Logan can attack, the Horned Helon retreats.
Act one hook
The same grape as earlier comes out of the shadows again and tells Logan his family has been taken next door. The grape also gives Logan some advice "always trust a grapes information but never tell a grape anything. Your secrets aren't safe with us. Good luck." The grape returns to the shadows. Logan has to slash his way through the remainder of the enemy blueberries until he reaches a hole in the wall guarded by a rather large banana. Logan has to use stealth to either avoid or kill the banana. Logan goes into the wall.
Read the rest after the jump.
Wednesday, 27 October 2010
Twitter actually tuns out to be quite interesting
My top 10 games I can remember right now.
Tuesday, 26 October 2010
JET Application
Aristocratic slapping...
I was browsing though the sites I had bookmarked in firefox and I came across this gem, Rose & Camellia. The premise is that you play as a woman who has recently lost her husband. The player has to slap their way though the dead husbands aristocratic family and eventually claim their house. That's about it.
I less than three Super Meat Boy!
Sunday, 17 October 2010
Art style research
Wednesday, 13 October 2010
How labelling of feedback, based on playable character emotion, effects player experience of a game?
Other games such as Fahrenheit and Eternal Darkness use emotion feedback in some for or another.
Relevant games
Fable II, 2008. [Game] UK: Lionhead Studios
Eternal Darkness: Sanity's Requiem, 2002. [Game] Canada: Silicon Knights
The Getaway, 2002. [Game] London: Team Soho
Fahrenheit, 2005. [Game] Paris: Quantic Dream
The Sims, 2000. [Game] California: Maxis
Call of Cthulhu, 1981. [RPG] Oakland: Chaosium
Power Kill, 1996 [RPG] John Tynes
Unknown Armies, 1998. [RPG] Atlas Games
Relevant games design texts
Saari, T. & Ravaja, N. 2005 Towards Emotionally Adapted Games based on User Controlled Emotion Knobs [online] Available at: http://www.digra.org/dl/db/06278.06445.pdf [Accessed 13/10/10]
Eladhari, M. & Lindley, C. 2009 Player Character Design Facilitating
Emotional Depth in MMORPGs [online] Available at: http://www.digra.org/dl/db/05163.50372.pdf [Accessed 18/05/10]
Lankoski, P. & Bjork. S. 2009 Gameplay Design Patterns for Believable Non-Player
Characters [online] Available at: http://www.digra.org/dl/db/07315.46085.pdf [Accessed 18/05/10]
Perry, D. 2009 David Perry on Game Design. Canada: Charles River Media.
Edwards, R. 2000 Sorcerer & Sword. Adept Press.
Edwards, R. 2004 The Provisional Glossary [online] Available at: http://indie-rpgs.com/_articles/glossary.html [Accessed 18/05/10]
Newman, J. 2002 The Myth of the Ergodic Videogame[online] Available at: http://www.gamestudies.org/0102/newman/ [Accessed 18/05/10]
Salen, K. & Zimmerman, E. 2003 Rules of Play. The MIT Press.
Relevant psychology (emotion) texts.
Frijda, N. 1986 The Emotions. New York: Cambridge University Press.
Oatly, K. 2004 Emotions: A Brief History. Cornwall: Blackwell Publishing.
Relevant methodologies texts.
Norman, D. 2004 Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books.
Garrett, J. 2002 The Elements of User Experience: User-Centered Design for the Web. Berkley: Peachpit Press .
Kuniavsky, M. 2003 Observing the User Experience: A Practitioner's Guide to User Research. San Fransisco: Morgan Kaufmann.
Lego Wii-mote
Tuesday, 12 October 2010
フィッシュストーリー
Monday, 11 October 2010
Sleepy K
Time Donkey Trailer from Flashbang Studios on Vimeo.
Sunday, 10 October 2010
Blood and guts and fruit juice
More after the jump.
Thursday, 7 October 2010
From Wolf to Blender
Wednesday, 6 October 2010
Smoothie Criminal.
Find out what that entails after the jump.
Sunday, 3 October 2010
Saturday, 2 October 2010
Weekend of expo-ditions
Friday, 1 October 2010
Eurogamer and laptop.
I got a new laptop yaaaay!