Killer Queen: Half Joust, half StarCraft and one giant snail
polygon.com
polygon.com
I'd be interested to know the rules in detail. A quick google hasn't turned up anything though...
Absolutely amazing.
I am surprised at just how terribly wrong they got it in later iterations - weird 3D and horrible styling.
Has anyone done an analysis of franchises that stopped being great? Bomberman, MicroMachines, etc etc.
Here is some footage of my team from the tournament in February: https://www.youtube.com/watch?v=44O1fWfj2QY
For 3D games UDK is perhaps a contestant, but I found it quite contrived for most games and a bit hackish for non-FPS genres.
My focus is on game engines, but if you're into game mechanics and just want to make a game and stop worrying about boilerplate, it's pretty much the way to go.
The players were outside the circle, and took turns giving instruction to the bees, acting as cellular automata. The goal was to hit a target mix of different colored "pollen" at the end of the round. Each team had a different target mix, but the instructions available were limited.
Somehow it was going to be a video game, too.
edit: maybe 2007? whichever one Saucony helped sponsor.
And I'd stumbled on Phoenix Perry's (excellent) twitter bio yesterday, but didn't connect the dots until moments ago.
edit: there's been a picture of me on the internet for half a decade http://phoenixperry.com/main/2009/05/16/picky-sticky-pollen/
The article says your first cabinet cost $3,500. How much of that was just materials? If you built more cabinets (perhaps less fancy and with lower-end computer hardware), how much cheaper could they be?
Also, I'm curious what kind of game play tweaks you've made based on player feedback after your unveiling at NYU's No Quarter exhibition?
As far as game play tweaks, it's not really any one big thing, it's more about little tiny changes that we keep doing in response to tournament performance. We did change the way the soldiers look and made variants on the workers so they are easier to distinguish from each other. The big changes have been in making it Arcade ready, adding an attract screen, music, code for taking money, UI elements to let people know that the game is about competing with the other cabinet, instructions etc.
It's already a pull quote, but this really deserves emphasis:
"""
"The way that we really playtest [the video game] is by playing the field game, because the iterations are just easier to implement," says Mikros. "We just change it, no coding involved."
"""
Get out into the world, fellow hackers!
Recently there's been a great groundswell of local multiplayer games, and this is one of the top ones out there.