Casual Gaming Programming, News and Tutorials.
Casual Games
May Experimental Gameplay is Over
May 31st
May is over, and also the montly Experimental Gameplay Project. The theme for May was “High Velocity” and we had 21 entries this month. Unfortunately I could not finish my entry in time, my game would be some kind of remake of the Atari game Bump’n'Jump, with new and improved Gfxs, reworked gameplay and some very nice addons over the Atari and Arcade versions.
Well, Even I did not finished in time, I still hope to finish this game, and plans to have versions for Windows / Mac / Linux and even for Iphone! Once I have more news I’ll post them here! Anyone here also a fan and would like to see a remake of this game? Please leave your comments!
The Humble Indie Bundle (pay what you want for five awesome indie games)
May 6th
Support Indie Developers and Help Charity! Five awesome indie games for the price you want to pay!
Wolfire Games is running an innovative pay-what-you-want promotion. Buy World of Goo, Aquiaria, Gish, Lugaru HD and Penumbra and Help Eletronic Frontier Foundation and Child’s Play. Normally the five games would be valued at $80, but from now until Tuesday, 5/11, you can pay what you want for the entire game bundle, and still help Child’s Play charity for kids, and the Electronic Frontier Foundation!.
The games are DRM-free and work with Mac, Windows, and Linux. The coolest part is that you can choose how to divvy up your payment between the game developers, Child’s Play charity for kids, and the Electronic Frontier Foundation!
Until now, try already raised $369,623. Wow, that is very impressive!
You can also help and get your bundle! I already bought mine, remember, it’s up only until Tuesday, 5/11, so hurry up to not miss.
Casual Games as a Business
Jan 21st
Tom Higgins from unit3d.com wrote this great article “Casual Games as a Business”.
Casual Games as a Business
Casual games are a rapidly growing segment of the overall games industry, and it’s a segment in which a small team of developers can be competitive and successful. There are a number of publishing and distribution options available that will allow developers to quickly introduce their games to a large and waiting audience of customers. In working with those publishers and portals, you as the developer share in the revenue generated by your game. With Unity, a career as a casual game developer is within reach, it’s up to you to go get it!
1. What are “Casual Games”?
The term “casual games” means different things to different people as the term is still only loosely defined at best. Despite that, the term “casual games” can still be used to describe a rather large and rapidly growing segment of the game industry. Casual games tend to be those that have simpler game play and engaging game design, they also tend to offer users the ability to step in and play a game within minutes without requiring any long-term skills development or game commitment. The goal with casual games is to appeal to as wide of an audience as possible, including those that have normally fallen outside the traditional “gamer” profile (anyone outside the teen to twenties male demographic). As with any definition there are grey areas where certain games blur the lines between casual and serious, but hopefully the basic gist of the definition comes across: small, fun and easy to play seem to be three commonalities worth remembering. More >
Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto
Jan 12th
Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto
[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]
One of the most common questions I’m asked in interviews is, “Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?” Well, I actually answered it this time: I came up with this list of indie do-s and don’t-s.
Now, I’m going to make clear that I’m not perfect and I’m sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a “designer” or “artist,” I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.” Anyway, here’s the list. Take what works for you and leave what doesn’t:
1. Be honest. When I say “be honest” I mean to speak from your heart. Don’t be manipulative or condescending in your work; treat the player how you’d wanted to be treated. Honesty is extremely valuable when making art.
Why “Casual” Doesn’t Mean “Easy”
Dec 9th
Why “Casual” Doesn’t Mean “Easy”
“Casual” games have been all the rage in the games industry over the past few years. From the explosive growth of online games to the major First-Party support of the Wii, the “casual gamer” and the entire supposed market space has become a great buzzword and mainstay in game development. Entire divisions of large companies have cropped up solely around the idea of casual, and smaller companies and developers striking it rich in this wild west of an audience.
But seriously. What does “casual” really mean?
Of course anyone can point out games that are casual versus hardcore. Wii Sports and Farmville are casual games, sure. Call of Duty and World of Warcraft are not. But what does that actually signify? And if you’re going to base independent or corporate projects and future sales figures on these genres, doesn’t it make sense to understand what they are and how they work?
By using the Game Design Canvas, we can break down both casual and hardcore games and find out what really makes them tick. When we contrast them as you’ll see in a moment, there aren’t as many differences as one would assume. However, one major difference betrays a casual game as a casual game, and that one difference influences the game’s audience, the viable platforms, sales methods, everything. It is the difference that sets it apart from the hardcore titles and gives it its soul.



