End objective needs to be clear Sub-goals need to be obvious Live and Learn Backwards Puzzles I forgot to pick it up Puzzles should advance the story Real time is bad drama Incremental reward Arbitrary Puzzles Reward Intent Unconnected Events Give the Player Options
While Elger says that the level to which each player participates is completely up to him or her, there will be some things that are out of the players' control. Sitting in a secluded second floor office, Elger, in her role as the Dungeon Master, Zeus, will be watching everything that's happening below on monitors, and will be in constant contact with her actors, who "might" kidnap players or guide them in other physical ways.
Among the games that will get some screen time is Temple Tap, a game built by Orlando development studio Heroic Stand. Temple Tap "They needed games made by indie developers and we had things ready to go," Heroic Stand co-founder Remi Crespo told the Sentinel. Crespo said the appearance started when he ran into a cryptic online posting on a forum that asked for "completed games to show on TV."
Otronicon also will collaborate for the first time with Indienomicon — a local independent gaming showcase group — to engage and inform the crowd about the indie game community. But in addition to new exhibits and shows, old favorites will return, as well, such as gaming competitions, EA Sports detailing the ins and outs of its game development and independent game developers participating in Otronicon's Game Jam event. The event also will feature powerhouse tech companies such as Lockheed Martin and entertainment groups like Walt Disney World Resort.
Aaaaa! is now officially the first commercially available Unity WebGL game!!1! You may have seen the big news today, but for those who’ve been living in an Internet-less cave, starting today through October 28 you can check out the brand spankin’ new Humble Mozilla Bundle. Update: Jack Lumber has also been ported to WebGL and included in the bundle! The scientists at Owlchemy were given the unique opportunity to work closely with Unity and Humble to attempt to bring one of our games, Aaaaa!
A game by Game Oven in collaboration with the Dutch National Ballet, released on May 21th 2014. Game Oven's whimsical dancing game for two players, with choreography by the Dutch National Ballet. Twist and twirl elegantly, or get entangled with a friend. Holding either end of a device, you tilt the device around a virtual sphere following a path of rings. You swing your arms and twist your body, and before you know it, you are already dancing.
At the moment VR resembles video games more than cinema. Creators in that medium are already familiar with the prospect of telling stories and design experiences that live in 360°. Yet it is only in the past few years that great stories have been made by forging empathic connections between their audiences (players) and the work. Titles like Bioshock showed how a literary sense of perspective could be used to play head games with the player. Last year’s Gone Home used some of the same narrative tools in the fashion of a memory play.
We go through a few other objects that are procedurally generated in the game. Rhinos, space ships. Ream clicks “view variants” on all of them. And then he keeps clicking them and, sure enough, new variants keep showing up. “You’re building a blueprint,” Murray said. “And that’s true of everything in the game. So say one of our artists will build something and that will take say a week. But what they get from that is every possible variant of that.
“The basic elements of editing a film and telling a story on film rely on the frame and cuts. Neither of these exist,” Oscar nominated filmmaker Danfung Dennis told me in another part of the GDC hall. He was there giving sneak peaks of his in-development VR film Zero Point. “As a photographer I’ve always put the story inside of four lines and focused the viewer into a frame. But here when you’re looking at this full 360° the audience can look anywhere.” Zero Point stitches together the feeds of a handful of RED cameras to create a panorama view.
If you’re a chiptune fan or a circuit bender you might be familiar with my notendo work. In 2001, I helped pioneer the practice of preparing video game systems to intentionally short circuit, creating generative video and digital collage from game data. Since then, I’ve been fortunate enough to perform at some legendary events, work with amazing musicians like Anamanaguchi and help establish my practice as a new art form that now falls under the umbrella label of “glitch art.”