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Captain McCallery Ep. 2 New Trailer

August 3rd, 2010

I’ve released a new trailer for the game to show the game in action and hopefully get a bit more attention for the game. You can watch it below:

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New version of Space Captain McCallery

July 22nd, 2010

I have uploaded a new version of episode 1 of Space Captain McCallery.  I’ve made changes in the first episode to reflect changes I’ve made to the gameplay in the second episode, namely the ability to jump diagonally, holding down the shoot button to repeatedly shoot and strafe, and the camera stopping at the edge of a room.  I’ve also thrown in a little hidden extra.

You can still find the game here.

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In Development: Space Captain McCallery Episode 2

July 13th, 2010

Well, I have a devLog for the game here, but I figured I should post something on the ol’ blog about it.  This is the second episode in my Space Captain McCallery series.  This time, it’s quite a bit larger than the first episode.  I’m also putting more focus on puzzles and exploration, while still trying to keep an element of intense combat in there.

If you want to follow the development of the game, you should probably follow the devLog on the TIGSource forums, since I’m going to post there more than here about the game.

Also, here are some screenshots:

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From the Box Review: Chulip

July 3rd, 2010

Last time I hoped for a more obscure game out of the box, and boy did I get one.  First, a little back story.

I had a class on interface design for games.  One of our in-class assignments was to look at a manual for a Japanese game and figure out what sort of game it was just going by the images in the manual.  Our group received an odd game called Chulip, and figured it might be some sort of urban Animal Crossing with elements of letter delivery and something involving nature.

This is not what the game is.

Chulip is not a game about delivering letters to townsfolk and bringing nature back into a bleak city.

Chulip is a game about kissing everyone.

Read the rest of this entry »

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From the Box Review: Borderlands

June 23rd, 2010

Alright, this is going to be a shorter review, partially because I didn’t play all that much of the game, and secondly because most of my opinion of the gameplay went into my most recent Design Musings post.

So we’ve covered (pardon the pun) the cover-shooter gameplay.

The art style.  I like it.  Nice job.  Looks like a dried out Roger Dean painting, and if I compare a landscape to a Roger Dean painting, that means I like it.  I like the character designs and the overall aesthetic of the game.  It’s got charm.

The overall structure of the game is very transparent.  It feels like an MMORPG, but instead of “go here and kill X enemies,” it’s “Go here and kill everyone/get a thing/kill a guy, and probably everyone working for the guy.”  Or sometimes it is “go here and kill X enemies”.  Quests take you to level appropriate zones.

Personally, I wanted to like the game, but didn’t find it all that great.  Other than the art style, it’s pretty standard.  Combination of cover-based shooting with standard MMO mission structure.

I’ll probably keep it on hand for when friends come over, as I get the feeling it’s more fun in co-op.

I seem to be getting a fairly solid stream of big-budget, well-known mainstream titles (other than King-Kong, which was less popular).  I hope the next one is something more obscure.

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