Dev Links: Punching Bag


Today’s Developer Links are all about endurance: surviving a game jam, which projects successfully got through their Kickstarter runs, and sticking it through to track down a subtle bug.

Mew-Genics Teaser Week 13, Ridiculon! (Team Meat Blog)
“This weeks teaser will come in the form of an amazing video introduction to Ridiculon! (Matthias Bossi & John Evans). Watch as Matthias and John show off their studio and odd instruments as they spoil tons of tiny aspects of what Mew-Genics is really all about.”

Rocket Report #2 (Rocket Bear Games Blog)
“Has it really been a week since the last Rocket Report?  Unpossible!  Here’s what I’ve been up for the the last (suspiciously short) week…”

The Video Game Kickstarter Report – Week of January 18 (Zeboyd Games)
“First up, our high profile kickstarter project is Wildman from Gas Powered Games (Dungeon Siege, Supreme Commander). A mix between Civilization, an RTS, and a MOBA/RPG, Wildman has a bit of everything. They’re betting the future of their company on this title (they’ve stated that they’ve used the majority of their funds to prepare the kickstarter pitch so if this doesn’t go well, they’re in trouble). After a couple of days, they have $168k funding which sounds like a lot but they’re looking for $1.1 million. 28 days left so this could go either way but it’s not off to a promising start.”

Mavis Minecraft Teaches Coding – Part 3 (Rock, Paper, Shotgun)
“This week, we’re going to introduce something new to get your head around. The turtle. Turtles are autonomous moving computers with an inventory, basically the Minecraft equivalent of a robot helper. With their help, we’ll be automating some of the duller functions of the game – chopping down trees and mining a dropshaft.”

How Do You Say “Plane” in The Witness? (The Witness)
“Sometimes, when there’s a lot to do, you’ll live with a bug fix because it works, rather than because it makes sense. But invariably, at least for me, I end up going back to look more closely at something if I don’t feel like I fully understood it. I am sure this is mostly just an obsessive personality trait, but regardless, I rarely find the time to be wasted, because I almost always learn something from the process.”

Postmortem: Vivid Games’ Real Boxing (Gamasutra)
“Here at Vivid Games, we’ve been making mobile games for nearly 10 years. We’ve produced several sports titles around ski jumping, speedway, and BMX. We’ve even tried our hand with the future of sport, by bringing the classic Speedball 2: Evolution to both iOS and Android. Whilst deciding on our next game, we saw a great opportunity to bring a realistic boxing title to mobile and tablet. With EA’s Fight Night Champion being the only real contender for the boxing title, we thought that we would enter the ring as the wildcard outsider.”

Climb Skull Mountain (Auntie Pixelante)
“i made the original climb skull mountain for the gdc pirate kart. it was the product of wanting to make a game about a pile of skulls, deciding to finally fiddle with stencyl’s physics options, and only having an hour or so before i had to go to a friend’s house. i was never completely satisfied with the original – it didn’t quite have that perfect sisyphean feeling where the flag at the top of the mountain is snatched out of your grasp the moment you’re about to grab it. the mountain of skulls wasn’t quite precarious enough.”

Surviving A Game Jam (AltDevBlogADay)
“In a  few days, thousands of people around the globe will gather at pre-registered locations, and attempt to make a game with a specific theme within 48 hours at the 2013 Global Game Jam. Game Jams are an amazing place to have fun, make new connections, and learn new skills. And of course, there’s the ever-valuable fact that you walk into a place, and 48 hours later you (hopefully) have a functioning game with YOUR name on the credits. Boom. 48 Hours. Game. Done.”