Wednesday, December 23, 2009
Monday, December 21, 2009
Desura, mods and indie digital distribution
Desura is a digital distribution platform that allows easy and automatic download/installation/updating of mods, aswell as an forum for the modding community and a place to promote high quality completed mods.
Introducing Desura
Desura Facts Q&A
Desura @ Twitter
Introducing Desura
Desura Facts Q&A
Desura @ Twitter
Saturday, December 19, 2009
Tuesday, December 15, 2009
Monday, December 14, 2009
Friday, December 11, 2009
Tuesday, December 08, 2009
Monday, December 07, 2009
Perfect Dark for XBLA!
Black Mesa: Source, gets delayed
"We come to you once again with an update. It's now the end of 2009, and we know many of you have literally counted the days down until this fateful month. We are floored by the level of support you have given us and are very excited we're so close to reaching our goal.Black Mesa: Source before the end of the year!
Unfortunately, to our great disappointment, Black Mesa will not make a 2009 release."
Black Mesa - Half-Life 2
Black Mesa: Source trailer
Sunday, December 06, 2009
#Machinima Collaboration - Part 1
This footage was created two years ago, and since it never got completed, it never got released.
Credits:
Part 1: Olibith
Part 2: Nyhm
Part 3: Ian Beckamn
Part 4: teh_taco
Part 5: Telemora
Part 6: Dopefish
Part 7: BaronSoosdon
Visit #machinima@quakenet
Saturday, December 05, 2009
Friday, December 04, 2009
Thursday, December 03, 2009
Wednesday, December 02, 2009
Tuesday, December 01, 2009
GRIN Barcelona worked on a ninja game?
"Teaser for a video game in project without name.GRIN worked on Final Fantasy and Wanted 2?
Grin:
Character design, character modelling, character texturing, props, sound, mocap, realization"
What ever happened to the remains of GRIN?
Monday, November 23, 2009
Sunday, November 15, 2009
Saturday, November 14, 2009
Tekkon Kinkreet AMV (Goodnight, goodbye)
Anyone knows what song this is? It has been replaced on YouTube since the original song was apparently copyrighted, and I can't find it anywhere on the Tekkon Kinkreet soundtrack.
Wednesday, November 11, 2009
Cooking Skill +1ish (so what if it was burnt?)
Tuesday, November 10, 2009
Visiting Fatshark, and trying out Lead & Gold
Just got back from visiting Fatshark in Stockholm, where I got the chance to play 2 on 2 in Lead & Gold. It's impressive how far they've managed to get while they've only been working on it for half a year.
It's using GRIN's Diesel engine and is a team multiplayer game, that also have a single player coop mode (guess it's possible to play completely solo aswell). There was four character classes, a big guy with a double barreled shotgun and dynamites, a deputy with a mid-range rifle and the ability to tag people (so everyone on your team gets wallhack on that guy), some guy with a powerful revolver that he could fire rapidly as his specialty, and lastly, my favorite, the lady with a sniper rifle and the ability to put out traps that makes people get stuck and unable to do anything for like 5 seconds or something.
It's using GRIN's Diesel engine and is a team multiplayer game, that also have a single player coop mode (guess it's possible to play completely solo aswell). There was four character classes, a big guy with a double barreled shotgun and dynamites, a deputy with a mid-range rifle and the ability to tag people (so everyone on your team gets wallhack on that guy), some guy with a powerful revolver that he could fire rapidly as his specialty, and lastly, my favorite, the lady with a sniper rifle and the ability to put out traps that makes people get stuck and unable to do anything for like 5 seconds or something.
Everyone had a pistol as a secondary weapon, except the revolver guy that only had that weapon. The netcode seemed really reliable, and you hit where you shot at without any bullet latency, but I don't know how it would be with more players or on the consoles.
Player physics were good aswell, and it was easy to navigate around and jump up on things (better too easy than too hard). The game is played in a third person perspective, and each team has a flag in their base, that one team member can bring with him, and it will then act as a respawn point for the rest of the team.
So to prevent the other team from progressing you really needed to take out the flag carrier, and then walk over their flag to return it to their base (I think it auto-returned if no one touched it after a certain amount of time). Didn't really figure out the delay before respawning after you died, but it was mostly around 10 seconds I believe, which worked quite well.
We played four different game modes. The first one was about a sack of gold in the middle of the level, where you need to bring it back to base (like capture the flag with only one flag), and the one carrying it can't run or use any weapons. But he can throw the sack and then fight as usual to later pick it up again.
The sack is always shown as an indication for all players, so everyone knows where it is or if it's on the move. It was about teamplay, to be able to protect the guy carrying the sack, or helping out and ambushing the other team.
Second game mode was about gunpowder kegs that you needed to carry to the designated area and then blow up, while the other team tried to prevent you from doing so. If they shot the keg, it would lit the fuse and it would blow up in 3-5 seconds, so you needed to throw it away quickly, and then return to base to get a new one. After half-time, the teams switched sides.
Third game mode was a combination of the previous two, where one team would use gunpowder kegs to blow their way to the gold sacks (for example, blow up a vault), and then try returning them to base, while the other team would protect the gold. And as the previous game mode, the teams switched sides after half-time.
Fourth game mode was a territorial one, where there were four different areas you could capture, and I believe you got points aslong as you had a captured area, and more points obviously if you captured more. To take over an area, you had to stand in it's proximity until it's been overtaken.
If the other team already owned that area, you first needed to stand there until it became neutral before capturing it (twice the amount of time). I also think that if the enemies started capturing your area, it wouldn't regenerate, and they could continue where they left off if you didn't stand in its proximity to recapture it.
The player could also do dodge rolls, which were a quick roll which was really good if you needed to get away from someones shotgun blast for example. If you loose all your health points, you fall down bleeding and only have a pistol, so you can still shoot at the enemies, but not move.
Unless a teammate comes and revives you, you'll bleed to death after a fixed duration of time. The enemies could also finish you off completely. Reminded me of a combination between Gears of War, and the "last stand" Call of Duty 4 perk.
All in all, I had lots of fun kicking girlie butt (girls vs guys), and I look forward to when it's coming out next year, after it's been polished and bug fixed a little bit more. It will have hard time competing with the bigger titles on the PC (Team Fortress 2, Modern Warfare), but it got great potential for XBLA and PSN.
What I really did miss though was a knife, or some other way to ridicule players that I was able to sneak up on from the behind ;)
Oh, and for some reason they had lots of GRIN mugs in the kitchen.
Sunday, November 08, 2009
Friday, November 06, 2009
What ever happened to the remains of GRIN?
The brothers and founders of GRIN, Bo and Ulf Andersson started up Supersledge. Not much more information about that company is currently available, but they will probably be very similar to GRIN, except that they aim to have a smaller studio of around 40 people instead. Located in Stockholm.
Outbreak Studios, located in Gothenburg, founded by Peter Björklund. Around 25 people and growing, they to believe in a smaller developer team. Future projects will be for XBLA, PSN, Windows Live, PSP Go. Currently working on the second episode of Dark Nebula for iPhone, and Planeto that will be a Facebook game.
Fatshark, located near Globen, Stockholm. They're currently working on Lead & Gold for PC, PSN and XBLA. They've also been working on Sir Hamiltoon´s Great Adventure, a puzzle game who hasn't announced which platform it's going to be released for, but will most likely be for handhelds. They previously did outsourcing for Terminator Salvation.
BitSquid, founded Tobias Persson and Niklas Frykholm, who were lead developers and tech directors at Grin for over six years. They seem to be the two lone members working from their office in Stockholm, and are working on the high-end BitSquid engine that they intend to showcase at GDC 2010.
GRIN Indonesia, turned into Jakarta QA Studio.
BitSquid
Fatshark
Outbreak Studios
Supersledge
GRIN worked on Final Fantasy and Wanted 2?
GRIN goes belly up and is no more
Update on the Swedish Game Industry
Outbreak Studios, located in Gothenburg, founded by Peter Björklund. Around 25 people and growing, they to believe in a smaller developer team. Future projects will be for XBLA, PSN, Windows Live, PSP Go. Currently working on the second episode of Dark Nebula for iPhone, and Planeto that will be a Facebook game.
Fatshark, located near Globen, Stockholm. They're currently working on Lead & Gold for PC, PSN and XBLA. They've also been working on Sir Hamiltoon´s Great Adventure, a puzzle game who hasn't announced which platform it's going to be released for, but will most likely be for handhelds. They previously did outsourcing for Terminator Salvation.
BitSquid, founded Tobias Persson and Niklas Frykholm, who were lead developers and tech directors at Grin for over six years. They seem to be the two lone members working from their office in Stockholm, and are working on the high-end BitSquid engine that they intend to showcase at GDC 2010.
GRIN Indonesia, turned into Jakarta QA Studio.
BitSquid
Fatshark
Outbreak Studios
Supersledge
GRIN worked on Final Fantasy and Wanted 2?
GRIN goes belly up and is no more
Update on the Swedish Game Industry
The Ball UDK Stand-alone Demo
"Over the past few months we have been working on porting The Ball over to Epic Games' Unreal Development Kit. That means a stand alone build of The Ball, running on the very latest version of the Unreal Engine!"The Ball UDK Demo
Unreal Engine 3 free for independent devs
"However while it may be free to develop and release a non-commercial game, should you wish to profit from your hard work the current UDK license states that 25% of all revenue earnt beyond $5,000 will be paid to Epic as your licensing cost."Unreal Engine 3 Free to Indies
Unity engine becomes free for independent devs
Tuesday, November 03, 2009
Unity engine becomes free for independent devs
"The Unity engine is becoming even more affordable to independent and hobbyist developers, as Unity Technologies has retired the $200 "Unity Indie" offering and replaced it with a free license, simply called Unity.Unity Launches Free Option, Announces Xbox 360 Support
Developer Unity Technologies is keeping the full-fledged Unity Pro license priced at $1500. Alongside the new pricing shift, Unity is moving from version 2.5 to version 2.6, adding new graphics and pipeline capabilities. And Unity CEO David Helgason tells Gamasutra the company has Xbox 360 support in the works as well."
Cooking Skill +1 feat. mysterious hand
Thursday, October 29, 2009
Cooking Skill +4 feat. Devil Stew
Warning: Not for pregnant people or those with heart conditions
Devil Stew feat. jalapeños, green chili pepper, red chili pepper, chili olives, habanero, yellow paprika, red paprika, feta cheese, green tabasco, chili sauce, sambal oelek, olive pesto, ajvar relish, beef falukorv, Ejmunds meatballs, noodles and an egg yolk.
With sour cream by the side for those who prefers it.
Spices; white pepper, cayenne pepper and curry.
Didn't turn out to be that legendary spicy as the last one (two years ago), but made up for it in flavor instead. The four victi... cough... gourmets all took seconds, which speaks lengths about the tastyness of this treat. It still should work great against swineflu, and I do enjoy food that bites back when you devour it.
Tuesday, October 20, 2009
Thursday, October 15, 2009
Wednesday, October 14, 2009
Monday, October 12, 2009
Saturday, October 10, 2009
Demon's Souls Review
"I'm not aware of any plans/publishers for bringing the game to Europe at this time. Hopefully the game continues to generate word of mouth and positive critical reception (like your great import review you folks did) and a European publisher takes notice."Demon's Souls UK release uncertain
Demon's Souls
Demon's Souls Deluxe Edition
Tuesday, October 06, 2009
DotA developer IceFrog joins Valve
"I am now leading a team at Valve! I finally have all the resources needed to do some very exciting stuff that you guys will love. I look forward to revealing more specific details when the time is right.Great News For DotA Fans
My goal and top priority in the future is to solve the surrounding issues that affect the DotA experience in order to allow it to reach new heights."
IceFrog Announces Working with VALVE?
Thursday, October 01, 2009
Wednesday, September 30, 2009
Monday, September 28, 2009
Among Fables and Men - Atopic Film Festival
We are glad to inform you that your movie "Among Fables & Men" has been selected by Phil Rice for the Atopic Machinima Film Festival and will be screened during the “Carte Blanche to Machiniplex”.
The festival will take place at the Cité des Sciences in Paris, between October the 27^th of October, and November the 4^th . The festival website is http://www.atopicfestival.com/.
To think a short video made in under 5 days, 2 years ago, would still be of any interest today. Thanks a bunch for the pitch Phil! :)
Among Fables and Men
Among Fables and Men Features
Sunday, September 27, 2009
Cooking Skill +1
Saturday, September 26, 2009
Thursday, September 24, 2009
Monday, September 21, 2009
Friday, September 18, 2009
Wednesday, September 16, 2009
Friday, September 11, 2009
Thursday, September 10, 2009
Wednesday, September 09, 2009
Thursday, September 03, 2009
Sunday, August 30, 2009
Thursday, August 27, 2009
Monday, August 24, 2009
Friday, August 21, 2009
GRIN worked on Final Fantasy and Wanted 2?
"During 2009 I’ve been working on the preproduction for an unannounced, and now canceled project with the production name “Fortress” for Square Enix. It mainly included documentation and design of new game play systems and art production guidelines as well as research into how to solve the graphical scenes presented in the game design document."Fortress (Most likely the Final Fantasy project)
"I worked on Bionic Commando, Terminator and a unannounced Final Fantasy project."
Cult (Wanted 2?)
Seems like Square Enix wasn't satisfied with Fortress for some reason, and delayed payments for the project while knowing or hoping that GRIN wouldn't be able to suffice for long without them.
Thus forcing them into bankruptcy and the cancellation of the project, contract and the need to pay them in the first place. This is just my unconfirmed guess of how events played out, and shouldn't be taken as fact for the least.
superannuation
Bram Eulaers - Portfolio
Tomislav Spajic - Portfolio
Tomislav Spajic - Linkedin
Erik Lindqvist - Linkedin
GRIN Was Working on an Unannounced Final Fantasy Project
GRIN goes belly up and is no more
Subscribe to:
Posts (Atom)