Sunday, December 6, 2009

I'm digging a deep grave for shallow games.

Modern games are absolutely awesome; awesome physics, awesome graphics, awesome sound, awesome voice acting, awesome motion capture, awesome effects, awesome scenes, awesome budgets and awesome marketing. Lame plots, lame action, lame chases, lame weapons, lame levels, lame bosses and lame characters. Modern games are like franchise steaks, copious amounts of barbecue sauce with a cheap cut of meat. Modern games are a single level that you play over and over again. One path to follow, a path where winning is the only option. I'm sure you can remember the last time you died in a game, but can you remember the last time death mattered?

I'm bringing hope to a ravaged generation, a generation of men raised by women. I'm building a better, more masculine tomorrow. I'm digging a deep grave for shallow games. I refuse to play the movie, and so should you.

Thursday, November 19, 2009

Low risk games for a low risk culture, it sounds lame and it is lame.

Game's and their development are charging. The cost of competitive game art is ballooning as processing and rendering technology improve making game development costs high in comparison to revenue. Game publishers are stuck making low risk titles. It sounds lame, and it is lame; there are a number of game typing strategies available to commercial publishers which virtually guarantee breaking even on a game, games guaranteed to break even don't lose money, but they might make money.

Game publishers make low risk games for a low risk culture. This is great for the publishers, but it's bad for the developers worse for game players. Publisher games are regulated to a narrowly defined list of game types and their play features must follow this low risk rule set. Both good and bad ideas don't get a shot, they are simply too risky.

With the contraction in quantity of games, combined with the increase in development costs, game engine developers have been feeling the crunch and in response they have effectively lowered the startup costs for game development by significantly lowering the licencing cost for their engines in their attempts to maintain profits.

Big things are happening and Total Commitment Games, exciting things and barbaric things.

I'm back in the game, no more casual games; real games for real men are back.

Sunday, October 11, 2009

Today can still be a day of days.

I made a number of very significant improvements to moon base today. I drastically improved the readability of the resource exchange and the building browser. I setup the new rendering engine which includes backwards compatibility to make things easier on me. I added day and night cycles, so don't think you can get by on solar power alone! Mark made three new buildings, two of which made it into this video. I also added a input/output line grapher.

Today produced more tangible progress than any previous moon base development day; but honestly for me, more is never enough. I'm going to try and top it tomorrow.

Friday, October 9, 2009

Juicy Juice Wine

Mark is the newest contributor to Total Commitment Games, he is a pretty special guy, he wasn't online when it came time to write his profile so I wrote one for him; progress before safety, forever.

Mark is a Aquarius, he loves long walks on the beach and sky diving. Mark likes to keep his options open and doesn't like to be tied down, he is a free spirit at heart and is at work all the time, he works so freely. His body configuration is similar to an professional athlete, but without all the muscle. He lives to work, and works instead of sleeping. Don't confuse exhaustion with unattractiveness, he's tall, with striking dark coloring under his eyes. Mark is seriously rich, because he works all the time and he wins at things you're not supposed to win at, but he doesn't brag about winning all the time, because he doesn't care very much, since he wins all the time. He likes short and tall girls. He isn't a racist and he loves sex and money.

The above profile is what I submitted to, eharmony, jdate and adult friend finder... Total Commitment games markets everywhere, we are so committed to our games that we sell them with our bodies, it sounds a lot like prostitution, but it isn't, it's more like massage parlors or escorts; it's a little bit of both, that would make us a little bit like video game developer escorts with happy endings; but not developers who make video games with happy endings.

Anyway, before Mark logged off he sent me this fantastic bit of work he called concept art, but what he doesn't understand about total commitment games is that we take everything and run with it always.

Thursday, October 8, 2009

Judgments for you to regurgitate

I know that for some of you it may be hard to believe that I could make the blog any more exciting than it already is, but I achieved it, I'm talking about serious achievements and serious results and I'm as serious as a heart attack. My new barber talked me into setting up a twitter account and now I have installed my new twitter feed on the blog. Now you can all stay up to date on my divine regurgitations.

Wednesday, October 7, 2009

Color blind colors

Image yourself being color blind. Imagine your color blind self cooking red meat, or painting. Now ask yourself, does that meat look cooked to you? do those colors look right to you?

Tuesday, October 6, 2009

Divine Utterance #2

"A feeling of wasted potential doesn't mean you had any potential to begin with."

A divine utterance is the word of the gods spoken through a human conduit.

The moon is a clock!

I know you are all pretty excited, I could hardly keep anything inside me after I programmed the Moon Clock.

Monday, October 5, 2009

I need new shoes, from kicking everyone's ass all day.

I have two new interface test videos and I bet you're pumped like a crack addict on his way to the crack house.

Sunday, September 27, 2009

New Moon Base Video

I have been in the video making mood for the last view days. I made a high resolution moon base video with the correct aspect ratio. Make sure you watch this one in full screen, youtube does a terrible job scaling the videos down.

Puzzle Game

I have been considering porting my puzzle game over to the XBOX 360... I figured I should at least play it again before I make the decision. A funny thing happened, VB6 + D3DVB8 doesn't work on Windows 7, they are both really depreciated.

I couldn't find any guides on how to get this stuff running... so I got medieval... I went batman on Windows 7's ass... first found and installed both the vb6 and dx8vb dlls and then installed them using the command prompt, but the game still didn't work, I spent about two hours troubleshooting until I discovered that d3d8 doesn't like to run windowed on high resolution screens. While I had the game running I made a video.

Wednesday, September 9, 2009

Divine Utterance #1

"Game development is a lot like being an artist, but for smarter people."

A divine utterance is the word of the gods spoken through a human conduit.

Monday, August 17, 2009

Quiting doesn't make losing okay.

Quiting doesn't mean that you would have won if you hadn't quit, quiting before you lose doesn't mean you didn't lose, quiting doesn't make losing okay; quiting is losing and that's for real.

Before any of you suggest it, my new game isn't a flash game! I picked up and xbox360 so I could begin console game development. Moon base, meet disintrerested reader; disinterested reader, meet moon base. What makes moon base unique is that it is the only game I know of that was designed from nose to tail to be a strategic management game. Here are two screen shots and a video.

Friday, May 22, 2009

School is out and I'm out to win.

I'm working on polishing up the user interface and fleshing out the available play units. I'm going to need some alpha testers soon.

Tuesday, March 3, 2009

One is for killing, one is for fun.

Do to a lack of viable artist options I started a new game on the first of the year. It is the final word in mass multiplayer tactical and strategic war gaming.

More to come.