Tales of the Rampant Coyote
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Ye Olde Archives. Visit the new blog at http://www.rampantgames.com/blog/ - and use the following feed: http://rampantgames.com/blog/wp-rss2.php
Thursday, April 27, 2006
Utah Indie Game Developer Meet - Spring 2006
Wow.
The first Utah Indie Game Developer's meet about nine months ago was something like 10 people. The next one was 13. The following one was 16 people. I worried we might not sustain our growth this time, as there were some people I knew who couldn't make it this time (like the illustrious Russell Carroll, editor-in-chief of Game Tunnel, who recently made the move to California). But if we COULD keep up the rate of growth, we'd have 19 people.
Nope. We had 29. It was unbelievable. It was a huge party. It was a very interesting turnout.
First of all, we had a huge turnout of people who have day jobs in the game industry. I know the Headgate guys have kinda-sorta received their company's blessings to be there. And of course, Wahoo studios is committed to the whole indie game development movement. And there were guys from another local Utah game development studio as well.
WHY!?!?!?! Why were these guys who are getting PAID to make games as a day job taking time out of their busy evenings with family and other priorities to MAKE THEIR OWN GAMES and to attend meetings TALKING about making indie games? Apparently their day jobs aren't crushing their passion for game development, for one thing. But I think there's something else. I think a lot of it was just that they want to make their own games, and to be involved in something that is small and personal enough that they don't feel like they could simply be replaced. With small indie games, you change one member of the team, you change the whole game. Maybe that's not their reason, but it's one I thought of after talking to them.
And these guys also grouse about the awful rut that game design is in as loud as any gaming journalist. They want to make a difference.
I can't really begin to tell you what happened tonight, because I think I only saw a quarter of it. I saw and played some cool demos. I didn't get to play Bug Warz, but it was looking REALLY nice and polished, and should be released to the public in a few days. I got to play Mike Smith's Caster once again, and it has REALLY come along nicely. It still needs some polishing and cleaning up in parts, but as I played the first three levels I felt like I was playing a commercial demo. It's getting that close.
Another demo called "Wog" was just --- weird. But cool. It's a 2D game with tightly integrated physics. Basically, think of shooting your way through incredible SWARMS of enemies, so many that all you can do with your various guns (attack modes) is to clear a temporary path through the middle of them. That's Wog.
Some guys from Caravel were demoing Deadly Rooms of Death. Great stuff. I didn't even realize some of the team lived here in Utah.
Steve - sorry, I can't remember his last name - AKA "Dreamer" of MyDreamRPG.com gave demos of the "massively multiplayer RPG kit" for the Torque Game Engine. Unfortunately he ran into a few technical difficulties during his presentation to me - but I did get to see horses running around inside of TGE.
I demoed "Apocalypse Cow," which is REALLY not as far along as I intended it to be by now (my hope was to have it ready for alpha by now... silly me). Now I hope to have it to beta by the NEXT Utah Indie Meet, probably in July. But people were really complimentary of the game, in spite of the fact that I'd apparently BROKEN many pieces of it during my drive to get it ready for the demo. I REALLY have to get the "bridge building" mission more polished and complete, and get good ol' Cowfred Von Richthoofen done and terrorizing the country side first.
There were a couple other demos I really regret missing. But I did get into some intering conversations with lots of people about game design, and about massively multiplayer game design, architecture, and *ahem* pricing structure. There were a lot of bright, driven people in the room with good ideas and some fascinating background experiences. Those conversations were worth the evening alone.
Anyway - I WISH I could have experienced more of what was going on, but at times it felt like there were four parties going on and I could only participate in a small part. But I left as inspired and humbled as ever, and seized with a desire to Get My Game Done.
But not tonight. I was up till late doing game dev stuff last night, and I am exhausted. Rock on, and keep kicking tail and making games!
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It was definitely a cool event. Rather than evaluating games through play like Jay, I tended to watch the games and the players, then throw in my two bits of advice from time to time based on my observations.
I was watching a 3-player game of Bug Warz. A girl (about 6 years old I think) squealed and waved the controller around as she tried to move and attack. One of the other members of the peanut gallery with me noticed her response and said something like "That's a sure sign of successful design." She was really involved in the gameplay and tactics.
I think the largest effect these gatherings have is motivational. The developers work hard to get things ready to show (like Wog's new bitmaps and movement that came online about 4AM that morning), and then seeing the successes of others. That helps indie developers realize they're not really all alone out there, but that there are others who share that same passion for making games.
Not only are there others out there, but there are people willing to help. I heard lots of discussions on game design, detailed evaluation of features, suggested enhancements, ideas on financing of development, even arranging potential contract work.
I'd call it a success, even if we sometimes felt like we were stacked to the rafters in the small office space.
I was watching a 3-player game of Bug Warz. A girl (about 6 years old I think) squealed and waved the controller around as she tried to move and attack. One of the other members of the peanut gallery with me noticed her response and said something like "That's a sure sign of successful design." She was really involved in the gameplay and tactics.
I think the largest effect these gatherings have is motivational. The developers work hard to get things ready to show (like Wog's new bitmaps and movement that came online about 4AM that morning), and then seeing the successes of others. That helps indie developers realize they're not really all alone out there, but that there are others who share that same passion for making games.
Not only are there others out there, but there are people willing to help. I heard lots of discussions on game design, detailed evaluation of features, suggested enhancements, ideas on financing of development, even arranging potential contract work.
I'd call it a success, even if we sometimes felt like we were stacked to the rafters in the small office space.
BTW, I didn't include the kids in the headcount. So if you include them, then I guess we had 31 people...
Yeah, that was awesome, and a bit scary. I apologize for the small office space. We think we're moving soon, so maybe it won't be bad next time. Of course, we can always find another place somewhere...
My three kids were there (Alex and Ada raved about Bug Warz all the way home) and there was another young dude there who belonged to Alan, I think.
I agree - I was inspired by the turnout. I need to show something next time! I met the guy (Mike R.) who made Missions of the Reliant, an old Mac game I used to play a lot. That was pretty cool!
Jay and I talked again about the fact that if we could get everyone there working on *one* game, it would be amazing. But the problem is we're all Indie for a reason - we each want to make *our* game... :)
My three kids were there (Alex and Ada raved about Bug Warz all the way home) and there was another young dude there who belonged to Alan, I think.
I agree - I was inspired by the turnout. I need to show something next time! I met the guy (Mike R.) who made Missions of the Reliant, an old Mac game I used to play a lot. That was pretty cool!
Jay and I talked again about the fact that if we could get everyone there working on *one* game, it would be amazing. But the problem is we're all Indie for a reason - we each want to make *our* game... :)
Yeah, last night was great. I got lots of great feedback for Caster. Lots of great ideas about community and distribution from the DROD crew as well.
As far as "Headgate's blessing", all we really do is have a Game Dev Lunch once a week where only people interested in the subject get the e-mails and notifications about the lunch and things like Utah Indie Night. The lunch is not sanctioned by Headgate, just something I started doing when I needed some design help on Caster. It was so successful that we kept on doing it and inviting more people that showed an interest in indie development. We take turns talking and working out issues on our different projects.
For me, working in games is great especially at a good company like Headgate, but it doesn't fill the craving to do my own thing. I don't call the shots at work, I just do what someone else has designed weather or not I like the results. As an indie, I'm KING! What I say goes. I have full freedom to make as good or poor a game as I like. The other big thing is the collaboration with others and getting all excited about new game play dynamics and ideas.
Too cool for words, so I'll stop.
As far as "Headgate's blessing", all we really do is have a Game Dev Lunch once a week where only people interested in the subject get the e-mails and notifications about the lunch and things like Utah Indie Night. The lunch is not sanctioned by Headgate, just something I started doing when I needed some design help on Caster. It was so successful that we kept on doing it and inviting more people that showed an interest in indie development. We take turns talking and working out issues on our different projects.
For me, working in games is great especially at a good company like Headgate, but it doesn't fill the craving to do my own thing. I don't call the shots at work, I just do what someone else has designed weather or not I like the results. As an indie, I'm KING! What I say goes. I have full freedom to make as good or poor a game as I like. The other big thing is the collaboration with others and getting all excited about new game play dynamics and ideas.
Too cool for words, so I'll stop.
I still can't believe there was someone there who actually knew my old Mac game. That was quite the rush -- thanks for the memories. Maybe someday in the future I'll meet someone who remembers the game I'm working on now...
Thanks for the great time. Looking forward to the next one.
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Thanks for the great time. Looking forward to the next one.
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