How many video games have you made?
by Mark Barner · in General Discussion · 07/03/2005 (9:33 am) · 30 replies
How many games have you made and completed? Are they 2D or 3D? What engine did you use?
#22
Vivendi was so-so as a publisher... Midway much better (There was quite a bit more money and time put behind "The Suffering" as opposed to "Fellowship" -- and it's certainly clear to see). I'm sure that Surreal's acquisition by Midway was a totally "good thing" for Surreal itself. These days, being a studio for a large publisher is a position of comfort, whereas before there was much (well founded, as it turned out) anxiety in the company.
07/05/2005 (2:18 pm)
No, Drakan 2 was released on PS2 just before I signed on. IMHO, that's Surreal's best title to date! Having Sony as the publisher helped, I'm sure. Too bad there won't be more titles in that universe, it was a pretty neat environment for RPG/Adventure titles. Rynn kicked ass as a heroine, and combined with the dragon menace known as Arokh, offered a cool bit of gameplay. I loved swooping down and frying the fleeing grawls.... :)Vivendi was so-so as a publisher... Midway much better (There was quite a bit more money and time put behind "The Suffering" as opposed to "Fellowship" -- and it's certainly clear to see). I'm sure that Surreal's acquisition by Midway was a totally "good thing" for Surreal itself. These days, being a studio for a large publisher is a position of comfort, whereas before there was much (well founded, as it turned out) anxiety in the company.
#23
07/06/2005 (2:32 pm)
Super H
#24
Since then I've started several projects, but never finished any of them.
07/07/2005 (9:18 am)
I've only finished ONE game. A very simple one written in QBasic back in 95. Was a single screen space game where you'd fly this little ship around avoiding obsticles and this 'chaser' object while trying to rescue stranded astronauts. Unfortunatly I didn't know about double buffering or anything like that at the time, so it flickered something feirce, but it was playable, if more than a little repetitive. I never distributed it and have since lost the disk I had the .bas files stored on, and my old printout of the source is missing some sections. I've thought about resurrecting the idea as a little 'game in a day' project in T2D.Since then I've started several projects, but never finished any of them.
#25
As for the the IBM, 0 so far. Hopefully, I plan to have Ebola finished by IGC of 2005.
07/07/2005 (6:25 pm)
I finished one game for the Commodore 64 years ago, but never released it for commercial use.As for the the IBM, 0 so far. Hopefully, I plan to have Ebola finished by IGC of 2005.
#26
11 non-indie titles (2 cancelled due to company closures, 1 in development but my work on it is finished, and 1 I'm working on right now)
3 indie titles (1 shipped, 1 in-progress but I'm done with my stuff, 1 cancelled)
1 content pack (soon to be released)
Wow, that's a lot of work for 7 years. No sign of slowing down either. :)
07/07/2005 (7:05 pm)
Lots of stuff on my list, full-time and contract work included:11 non-indie titles (2 cancelled due to company closures, 1 in development but my work on it is finished, and 1 I'm working on right now)
3 indie titles (1 shipped, 1 in-progress but I'm done with my stuff, 1 cancelled)
1 content pack (soon to be released)
Wow, that's a lot of work for 7 years. No sign of slowing down either. :)
#27
Yes, I understand what you mean. I usually refer to that as the "Retail Games" industry -- those games you'll see on retail store shelves at Electronics Boutique (oops, I mean "GameStop") and such. Having been part of that industry briefly, I also know the huge difference between that industry and the casual/indie games industry that I'm now hoping to work in.
In many ways, work in the retail industry is much easier -- though the hours can be horrendous. For the titles I worked on, we often worked 10+ hour days, the company ordering dinner for the staff was just about an every-day affair, and weekends were often one day. I barely saw my wife and kid, which led to some understandable tenseness at home. Of course, with the recent fallout of the "EA Spouse" letter, some companies have decided to shape up a bit... it's rumored.
But then, everyone's job was very clear and specific. As a programmer, I did... programming. No art, no textures, no modeling or animation, no sound, no design (well, OK, I did end up pitching in a bit here), etc. Even the programming work was shared among all the programmers, so -- for instance -- I was able to work primarily on GUI-only code for Fellowship. Easy.
Now I'm wearing all the hats, and it can be worrisome. My art skills are meager, my sound skills non-existent. Marketing, web-design, etc... whoo, I need lots of work there. :p
I'll hopefully be teaming up with some talented individuals for my next project. The resources here are marvelous.
07/07/2005 (10:39 pm)
@L FosterYes, I understand what you mean. I usually refer to that as the "Retail Games" industry -- those games you'll see on retail store shelves at Electronics Boutique (oops, I mean "GameStop") and such. Having been part of that industry briefly, I also know the huge difference between that industry and the casual/indie games industry that I'm now hoping to work in.
In many ways, work in the retail industry is much easier -- though the hours can be horrendous. For the titles I worked on, we often worked 10+ hour days, the company ordering dinner for the staff was just about an every-day affair, and weekends were often one day. I barely saw my wife and kid, which led to some understandable tenseness at home. Of course, with the recent fallout of the "EA Spouse" letter, some companies have decided to shape up a bit... it's rumored.
But then, everyone's job was very clear and specific. As a programmer, I did... programming. No art, no textures, no modeling or animation, no sound, no design (well, OK, I did end up pitching in a bit here), etc. Even the programming work was shared among all the programmers, so -- for instance -- I was able to work primarily on GUI-only code for Fellowship. Easy.
Now I'm wearing all the hats, and it can be worrisome. My art skills are meager, my sound skills non-existent. Marketing, web-design, etc... whoo, I need lots of work there. :p
I'll hopefully be teaming up with some talented individuals for my next project. The resources here are marvelous.
#28
07/07/2005 (11:41 pm)
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#29
Bingo Liner
Bingo Liner UK
Geisha Bingo
BingoCafe
Jet Bingo
Bingo Cabin
Ladies Bingo
These all include bingo, slots and video poker.
There are also two which were shelved, and one more that is currently in production.
Nothing near as fancy or mainstream as many others here, but it keeps me busy. We use a custom engine, designed specifically for these games.
As a part-time hobbyist, I have been messing around with Torque for about a year now, but have absolutely nothing worth showing for it :)
07/08/2005 (1:31 am)
At my full-time job, I work as Senior Designer creating on-line gambling games. To date I have worked on 7 brands, 6 of which I have had a very steady hand in all phases from concept to completion.Bingo Liner
Bingo Liner UK
Geisha Bingo
BingoCafe
Jet Bingo
Bingo Cabin
Ladies Bingo
These all include bingo, slots and video poker.
There are also two which were shelved, and one more that is currently in production.
Nothing near as fancy or mainstream as many others here, but it keeps me busy. We use a custom engine, designed specifically for these games.
As a part-time hobbyist, I have been messing around with Torque for about a year now, but have absolutely nothing worth showing for it :)
#30
I hear you buddy, its so much fun working for yourself and being involved so much with the rest of your team in the development of your game. Everyone wears multiple hats and feels a lot better about the countless hours of toil that they are putting in (which can sometimes beat out the AAA death marches), but its all good because you know that it's your decision to make and even though you are on a rollercoaster ride you do feel as though you have some semblence of control.
07/08/2005 (8:04 am)
@EronI hear you buddy, its so much fun working for yourself and being involved so much with the rest of your team in the development of your game. Everyone wears multiple hats and feels a lot better about the countless hours of toil that they are putting in (which can sometimes beat out the AAA death marches), but its all good because you know that it's your decision to make and even though you are on a rollercoaster ride you do feel as though you have some semblence of control.
Torque Owner Matt Vitelli