Something to Follow: Tiggit, the Indie Game Installer

Tiggit is like Steam but for free indie games. Also like when Steam first launched it’s Windows-only so if your a Mac user like me then you’ll have to wait (or use Boot Camp). You can follow Tiggit’s progress on their blog.

With a total of 336 games (and demos) so far this should be a neat way to stay in the loop about indie games. The project is open source and if your next game is free and runs on Windows then you can have your game listed.

Here’s a brief on the features:

Features:

  • Contains over 300 freeware games (and a few demos)
  • New games added continuously
  • No account or registration required


May 8th, 2012 by admin

Indie Game: The Movie is a Winner

I just found out by checking (Jim Guthrie’s site) that Indie Game: The Movie won Best Editing at Sundance. That’s pretty cool, and I bet when they started making the doc in Winnipeg they never thought they would go this far!

Here’s a great interview with the brains behind the movie, Lisanne Pajot & James Swirsky.

Official trailer for Indie Game: The Movie:

Indie Game: The Movie Official Trailer from IndieGame: The Movie on Vimeo.



February 3rd, 2012 by admin

Even More Resources for Indie Game Makers

I finally added a list of audio resources to the list of game making resources.

Some of the new links lead to the ever-so-wonderful Pixel Prospector. In fact, they have a really good collection of links for indie developers in their resources section.



January 30th, 2012 by admin

Indie Game Budget Postmortem by Bent Spoon

Bent Spoon Games has put up a postmortem budget post on their most recent game Girl With a Heart of. It’s always nice when developers open up their numerical experiences because it gives people entering the industry a good framework with how to move forward.

I’d love to see more detail in how the PR was spent, but for assets and everything else the breakdown is rather clear.

For example, for art I spent: $8,080 on characters, $4,485 on backgrounds, $1,705 on portraits. Outside of art: $1500 was spent on PR, $775 on music, and $600 on dialog editing. Ideally, you can come up with these rough breakdowns before you start producing any assets. And once you do start paying for assets, be sure to keep track to make sure you are not spending beyond your means. Here is a quick calculation I did to make sure I was staying within budget:

Budget left: $17,000

Primary characters’ designs and skeletons: $90 * 11 = $900

Primary characters’ animation: $10perFrame * 12fps * (9chars * 5anims) = $5,400

Portraits: 10chars * ($70 + $40 * 3) = $1900

Secondary characters’ designs and skeletons: 14 * $40 = $560

Secondary characters’ animations: $7perFrame * 12fps * (14chars * 1anims) = $1,176

Creature design and skeleton: $90 * 4 = $360

Creature animations: $10perFrame * 12fps * (4chars * 5anims) = $2,400

Backgrounds: $85 * 48 = $4,080

Total: $16,776

Read the full post-mortem.



December 5th, 2011 by admin

Edge’s Interview with Jonathan Blow

Jonathan Blow is the main dude behind the really nifty video game Braid and he’s been making a new game called Witness. Both of these games explore storytelling in new and interesting ways that push the medium of video games to the edge. It’s really neat to see how an independent developer can really push the boundaries and be quite successful commercially.

Edge magazine interviewed him recently and in the interview he talks about everything from storytelling to industry issues to his thoughts on Minecraft.

Here are some snippets I found to be particularly interesting.

Here he talks about puzzles and linearity, I enjoy his take on fake puzzles because I think we all get frustrated by them.

Is The Witness playable from start to finish yet?
Yeah, but I recently broke the ending again! I moved a building and didn’t really hook the design back up again. But you can play it from start to finish in about ten hours or more. Especially if you want to be a completionist, because you don’t have to get everything to finish. It’s a choice. As soon as you get any five of seven [challenges], you can get access to the end. It lets me keep the puzzles really hard sometimes because I don’t expect players to solve them all. In many modern linear games it’s as if puzzles have been beaten out of them. They’re still there, but they’re fake puzzles. It gets to be almost a stupid time-wasting activity a lot of the time. To me a puzzle is something you might never figure out, but a lot of modern game design just isn’t conducive to that. If you come to a puzzle in a linear game that you can’t get, then you can’t play the rest of the game you just paid for.

On the business side the most inspirational thing he says is in regards to funding and profit (of all things).

You’re self-publishing The Witness – what do you need for it to break even?
We have a two million dollar budget, but to make that money back this game doesn’t have to sell as many as Braid did. So it’s not super risky. I don’t think there’s much competition with a game like this. But I think there’s a lot of people who want to play a game like this. Even if it’s ten per cent of gamers, to an indie developer that’s huge. As a small developer you have certain freedoms. Embracing the possibility of not selling any games and not making any money allows you to do things that bigger developers would never be allowed to do. Even if a publisher said they would fund such a game as this, after a while they would stop you. Try and justify The Witness to a publisher who doesn’t really play games!

Read the full article here.



October 13th, 2011 by admin