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I've never written one of these "year in review" posts before. They always seemed silly and the beginning of a new year is just an arbitrary milestone. Also, it's hard to believe it is 2014. The 8 year old boy in me is disappointed that we don't have moon bases and flying cars, but I guess the Internet is pretty cool. Didn't see that one coming. The Cave.
Die erste Aufarbeitung des Global Game Jam soll diesmal ein Podcast sein. Spiele und Fotos folgen! 00:10 - Intro 00:26 - Global Game Jam 04:20 - Thema 06:40 - Ablauf 17:00 - Spiele aus Leipzig 23:30 - Was uns gefiel und was nicht Links: Offizielle Veranstalter: Global Game Jam Org Location Leipzig: Global Game Jam. Die erste Aufarbeitung des Global Game Jam soll diesmal ein Podcast sein.
I’ve never written one of these “year in review” posts before. They always seemed silly and the beginning of a new year is just an arbitrary milestone. Also, it’s hard to believe it is 2014. The 8 year old boy in me is disappointed that we don’t have moon bases and flying cars, but I guess the Internet is pretty cool. Didn’t see that one coming.
Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG is out on the App Store and the reviews have started pouring in and people seem to like it! WTF! It's currently in the top 50 of paid games and the top 100 in all paid apps in the first 24 hours. WTF! Who knew scurvy could be so much fun. Diseases involving bleeding gums and tooth loss get a bad rap.
Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG is out on the App Store and the reviews have started pouring in and people seem to like it! WTF! It’s currently in the top 50 of paid games and the top 100 in all paid apps in the first 24 hours. WTF! Who knew scurvy could be so much fun. Diseases involving bleeding gums and tooth loss get a bad rap.
I know what you're thinking. Finally! Making games can't be that hard and take that long, and you'd be right, I just spend too much time screwing around and surfing the web. Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG will be out for iOS on June 6th! Mark your calendars and stock up on lemons and oranges!
I know what you’re thinking. Finally! Making games can’t be that hard and take that long, and you’d be right, I just spend too much time screwing around and surfing the web. Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG will be out for iOS on June 6th! Mark your calendars and stock up on lemons and oranges!
I know everyone has been doing match-3 finger exercises and visual match training in preparation for Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short and it’s almost here! A build has been submitted to the App Store and now we wait. And wait. And wait. But to make the waiting more bearable, here is the amazing game play trailer Clayton put together: I feel Scurvy coming on!
Some more screen shots from Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short. This time from the iPad version. We now have close to 100 different hats, shirts, pants and heads to collect. I know what you're thinking: "That's crazy!". And you'd be right. we are crazy! It's probably from scurvy.
Some more screen shots from Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short. This time from the iPad version. We now have close to 100 different hats, shirts, pants and heads to collect. I know what you’re thinking: “That’s crazy!” And you’d be right… we are crazy!
I just wanted to clarify what I wrote in point Twelve because a lot of people have misunderstood it, probably because I did a crappy job of writing it. Twelve - It would be called Monkey Island 3a. All the games after Monkey Island 2 don’t exist in my Monkey Island universe. My apologies to the all talented people who worked on them and the people who loved them, but I’d want to pick up where I left off.
NOTE: Now that Return To Monkey Island has been announced it’s important to note that a lot of my views (but not all) in this post have changed. Don’t take anything in here as more than a historical moment. Quoting anything in here as canon will just led to tears. Yeah, I know, that sounds like the title of the O.J. Simpson book. I realized that after I typed it, but I’m not going to change it.
I first learned to program on a TI-59 programmable calculator. My dad “the physicist” would bring it home on weekends and I would monopolize it for the next two days. I’d make games and type in programs from Byte magazine. It was a magical device. I don’t know what it was about programming that enthralled me, but I was obsessed with it.
It will always be Lucasfilm Games(tm) to me, never LucasArts. They changed the name a year or so before I left when they rolled a bunch of divisions into this new company called LucasArts and the games group was one of them. Many years later, all that was left in LucasArts was the old games group, so the name became synonymous with games. It's hard for me not to be sad.
It will always be Lucasfilm Games(tm) to me, never LucasArts. They changed the name a year or so before I left when they rolled a bunch of divisions into this new company called LucasArts and the games group was one of them. Many years later, all that was left in LucasArts was the old games group, so the name became synonymous with games. It’s hard for me not to be sad.
Here are some screen shots from Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short. It will be coming out for the iPhone and iPad in a couple of months. I might have found a way to get xcode to build objective-c for Android, if so, we’ll port it there. I’ve always loved match-3 games, there is something zen-like about playing them.
Here are some behind the scenes photos taken during The Cave's early development. Each of our design weeks would focus on one area of the game. The first day was just to talk about overarching ideas, the character's backstory, the purpose of the area and what the main goal of the player/character was. During that first day we'd just throw out wild ideas and see what stuck.
Here are some behind the scenes photos taken during The Cave’s early development. Each of our design weeks would focus on one area of the game. The first day was just to talk about overarching ideas, the character’s backstory, the purpose of the area and what the main goal of the player/character was. During that first day we’d just throw out wild ideas and see what stuck.
As promised, here are some behind the scene images from designing The Cave. J.P. LeBreton, Dave Gardner and I spent several months in a back room designing all the area and puzzles of the game. I have to say, it was the most fun I've had designing in a long time. J.P and Dave where amazing to work with. This is an early layout for the Intro section.
As promised, here are some behind the scene images from designing The Cave. J.P. LeBreton, Dave Gardner and I spent several months in a back room designing all the area and puzzles of the game. I have to say, it was the most fun I’ve had designing in a long time. J.P and Dave where amazing to work with. This is an early layout for the Intro section.
Now that The Cave is done and unleashed on an unsuspecting world (ok, we did do a bunch of PR, so it wasn't exactly unsuspecting), it's time for me to move on from Double Fine and plot my next move. So many games left to be designed. I want to thank all the amazing people at Double Fine for all their hard work on The Cave. It was a true pleasure to work with every one of them over the past two years.
Now that The Cave is done and unleashed on an unsuspecting world (ok, we did do a bunch of PR, so it wasn’t exactly unsuspecting), it’s time for me to move on from Double Fine and plot my next move. So many games left to be designed. I want to thank all the amazing people at Double Fine for all their hard work on The Cave. It was a true pleasure to work with every one of them over the past two years.
I can't believe The Cave is out and people are actually playing it. You thought I was joking and it was all an elaborate prank that involved making all these fake trailers and a big fake European press tour, but you were wrong. Steam (Mac and PC right now, with Linux coming next week). PlayStation Network for PS3. Xbox Live Arcade for Xbox 360. Nintendo eShop for Wii U.
I can’t believe The Cave is out and people are actually playing it. You thought I was joking and it was all an elaborate prank that involved making all these fake trailers and a big fake European press tour, but you were wrong. Steam (Mac and PC right now, with Linux coming next week) PlayStation Network for PS3 Xbox Live Arcade for Xbox 360 Nintendo eShop for Wii U Commodore 64 …or were you.
The Cave will be out on the 22nd on PSN and Wii U and the 23rd for XBLA and PC on Steam. It's also coming out on the Mac and Linux! They should just change the name of the month to Cavuary.
The Cave will be out on the 22nd on PSN and Wii U and the 23rd for XBLA and PC on Steam. It’s also coming out on the Mac and Linux! They should just change the name of the month to Cavuary.
I know everyone has been doing match-3 finger exercises and visual match training in preparation for Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short and it's almost here! A build has been submitted to the App Store and now we wait. And wait. And wait. But to make the waiting more bearable, here is the amazing game play trailer Clayton put together: I feel Scurvy coming on!
I just wanted to clarify what I wrote in point Twelve because a lot of people have misunderstood it, probably because I did a crappy job of writing it. Twelve - It would be called Monkey Island 3a. All the games after Monkey Island 2 don't exist in my Monkey Island universe. My apologies to the all talented people who worked on them and the people who loved them, but I'd want to pick up where I left off.
NOTE: Now that Return To Monkey Island has been announced it's important to note that a lot of my views (but not all) in this post have changed. Don't take anything in here as more than a historical moment. Quoting anything in here as canon will just led to tears. Yeah, I know, that sounds like the title of the O.J. Simpson book. I realized that after I typed it, but I'm not going to change it.
I first learned to program on a TI-59 programmable calculator. My dad "the physicist" would bring it home on weekends and I would monopolize it for the next two days. I'd make games and type in programs from Byte magazine. It was a magical device. I don't know what it was about programming that enthralled me, but I was obsessed with it. It was an odd skill to have back then, even at the level of programmable calculators.
Here are some screen shots from Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG or SSITVTDTUSS:AMMTPRPG for short. It will be coming out for the iPhone and iPad in a couple of months. I might have found a way to get xcode to build objective-c for Android, if so, we'll port it there. I've always loved match-3 games, there is something zen-like about playing them.
Und der zweite Podcast folgt auf schnellem Fuße: Das lang und breit angekündigte Lieblingsthema Gothic kann hiermit heruntergeladen und angehört werden! Wie im Podcast erwähnt, sind wir noch auf Namenssuche für unser Podcast-Projekt. Was meint ihr? Spielgefährten Zockerschock Spiel Zeug! Und natürlich wollen wir wissen, was der Gothic-Moment ist, der sich euch unwiderruflich eingeprägt hat!
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