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Indie Games - Fast, Cheap and Everywhere

bios10h writes "MSNBC has an article about indie game developers and their businesses. 'INDEPENDENT COMPUTER GAMING: It's not always pretty, but ask any one in the biz and they'll say that it represents the purest form of game development. And sometimes the cheapest.' Interesting read about the indie games scene... maybe we have indie developers in the Slashdot crowd that would like to comment on this."

279 comments

  1. I am an indie developer by mao+che+minh · · Score: 5, Funny

    A good Indie MMOG: Rubies Of Eventide. I have only heard good things about Rubies'.

    Personally, I have an Indie game of my own invention. Although it doesn't take much thought, it does demand agility when using both a mouse and a keyboard with one hand at the same time. It's basic premise has to do with three open browser windows, the web site images.google.com, the text strings "angelina jolie" - "salma hayek" - "britney spears", a scroll mouse, and a big wad of tissue.

    My girlfriend is not very fond of the game, and adamantly refuses to play along with me. I even offerred to let her use the joy stick instead of the keyboard.

    1. Re:I am an indie developer by E1ven · · Score: 1

      Wouldn't it be easier to use Tabs, rather than windows? I suggest this improvement may assist for the 1.1 patch.

      --
      Colin Davis
    2. Re:I am an indie developer by EvilSporkMan · · Score: 1

      You could even give the game away for free, and make your money selling large jars of Vaseline. Perhaps this could also go in 1.1?

      --
      -insert a witty something-
    3. Re:I am an indie developer by YllabianBitPipe · · Score: 4, Funny

      I think I've played that game. My only complaint is, it's kind of repetitive.

    4. Re:I am an indie developer by wiremind · · Score: 2, Insightful

      Tabs are bad because you can only see one page at a time, where-as 3 open windows ( i prefer 4 ) you can see all 3 at once.

    5. Re:I am an indie developer by Squareball · · Score: 2, Funny

      True, but it is the only game i've played that after the 100th time playing it, is still rewarding when you get to the end.

    6. Re:I am an indie developer by eglamkowski · · Score: 1

      Rubes: I watched one fellow try to play it. He tried for about two weeks, wanting it to be a great game, but the interface was not up to snuff. As an observer, it looked slow and not terribly interesting. Give me a good ol' fashioned text based MUD instead :-)

      --
      Government IS the problem.
    7. Re:I am an indie developer by Magnifico · · Score: 5, Funny

      "Personally, I have an Indie game of my own invention."

      I guess this is another way of looking at a 'first-person shooter'.

    8. Re:I am an indie developer by Gzip+Christ · · Score: 5, Funny
      Personally, I have an Indie game of my own invention. Although it doesn't take much thought, it does demand agility when using both a mouse and a keyboard with one hand at the same time. It's basic premise has to do with three open browser windows, the web site images.google.com, the text strings "angelina jolie" - "salma hayek" - "britney spears", a scroll mouse, and a big wad of tissue.
      One of the best things about this game is that it is supported on Linux! SCO can't claim prior art on this because neither Darl McBride or Chris Sontag own joysticks, which I understand is the most important hardware requirement.

      (As an aside, you might also be interested in the enhanced version of this game.)

    9. Re:I am an indie developer by Jonsey · · Score: 1

      Use the alternate interface.

      --
      I assert that my comment is only my opinion, not that of any employer, past, present or future.
    10. Re:I am an indie developer by Rinikusu · · Score: 1

      Then switch to the stranger. :)

      --
      If you were me, you'd be good lookin'. - six string samurai
    11. Re:I am an indie developer by Anonymous Coward · · Score: 0

      rofl, mod parent up

    12. Re:I am an indie developer by YllabianBitPipe · · Score: 1

      Haven't you noticed, though, getting really tired after one or two levels, and you have to stop?

    13. Re:I am an indie developer by ArsonSmith · · Score: 1

      I beat that game almost every day.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    14. Re:I am an indie developer by CGP314 · · Score: 1

      Best replay value of any game I've seen.

    15. Re:I am an indie developer by aafiske · · Score: 1

      Sad thing is that when I read your comment I thought, 'Haha, yeah, MMOGs are pretty repetitive'.

      Then I realized you weren't talking about _that_ game...

    16. Re:I am an indie developer by muzzmac · · Score: 1

      Oddly, never seems to get old though...

    17. Re:I am an indie developer by Anonymous Coward · · Score: 0

      my record is 5 levels in one night

    18. Re:I am an indie developer by Anonymous Coward · · Score: 0

      Ironically, it's the only game I know of where the first person shooter is less fun than the third person shooter.

    19. Re:I am an indie developer by Carnivorous+Carrot · · Score: 1

      Careful with your language now:

      "My friend had a LAN party and I went over there and smoked him!"

      --
      "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
    20. Re:I am an indie developer by Sun+Rider · · Score: 1

      You might want to try the Shakira expansion pack.

  2. Open Source games, and Gathering Artists by E1ven · · Score: 5, Interesting

    In my opinion, the hardest part is getting good Artists. I run the open source SQ7.org game project, and we're doing some exciting stuff. We're doing fully voice acted, 3d rendered, interactivty, or a large scale.

    While we've always have plenty of programming help (not that we couldn't use more..), I've found that getting 3d graphic artists is amazingly difficult..

    Programmers tend to discover the site on their own, or read my sig in Slashdot, and help to volunteer to bring together a project like that. Programming types Rock.

    But Graphical Artists tend not to do that, and I'm not sure how to attract them.. I've tried posting to 3d forums, Offering to pay the few bucks I can each month.. But I've never really gotten as much as I need. The people I have are Great, and we're doing some pretty damn cool artwork, but we need more help.

    How do other people solve this problem? Can anyone give any advice on how to get their attention? Adwords on Google?

    Colin

    --
    Colin Davis
    1. Re:Open Source games, and Gathering Artists by mao+che+minh · · Score: 0
      "Ask Slashdot"

      Either that, or just craft a magnificent anti-SCO karma whore and somehow find a way to link to your site in it.

    2. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 1, Informative
      But Graphical Artists tend not to do that, and I'm not sure how to attract them.

      Go closed source.

      Raise some capital.

      And pay the devs.

      Seriously.

    3. Re:Open Source games, and Gathering Artists by El_Ge_Ex · · Score: 2, Insightful

      Not to sound too simplistic, but....

      Quit looking on the Internet, no good artist will post his/her work there just so it could be taken by hundred's of people to be claimed as their own.

      Check your local Art School, as an Artist (part-time) I can say chance's are it teaches 3d modeling and compositing so there you will be able to find people who not only have the knowledge of what you are looking for but also are looking for a way to advertise that they have that knowledge. An artist just starting out will typically for for free just for the exposure and the ability to put his/her contributions on a demo reel.

      Just my $0.02

      -B

    4. Re:Open Source games, and Gathering Artists by keymygrip · · Score: 1

      I am having a pretty rough time finding artists myself. I am closed source but I have no capital. My plan is to have an artist that will take a gross percentage of sales but even that has been hard to find because I can offer nothing up front.

      I was on an indie team that made a Mac RPG Atlas and we got artists to do exactly what I am talking about but getting them was by some weird process that appears to be closed right now. I would think that getting college aged people that are looking to build a portfolio is your best bet (and mine). I am currently trying to get on Raph 3d artists because it looks like they have a big list of people that you can look for folks wanting part time work. But so far I can't log in for some buggy reason.

      That is all I have. I am sure that if you can find some people to work for free on your project, I can find people to work for possible future dividends...

    5. Re:Open Source games, and Gathering Artists by Giggles+Of+Doom · · Score: 1

      What sorts of images do you need? I haven't quite gotten around to mastering character animation yet, but I can do other things, like machines and buildings. I have samples on my site, if you want to check em out. Let me know if you think I can give you a hand.

      --
      "A coward dies a thousand deaths, the brave but one."
    6. Re:Open Source games, and Gathering Artists by E1ven · · Score: 1

      I'd love it if you could give us a hand. If you are serious, send me an e-mail, and we can work things out. I'd be happy to have some help with Backgrounds, ships, or whatever you'd be comfortable with.

      Colin

      --
      Colin Davis
    7. Re:Open Source games, and Gathering Artists by krysith · · Score: 1

      "Can anyone give any advice on how to get their attention?"

      Um, post on Slashdot and get modded up to +5 Interesting?

      I'll direct my graphic artist friends to your site. Good luck. I hope you don't mind if it ends up looking like something out of Farscape...

    8. Re:Open Source games, and Gathering Artists by *BBC*PipTigger · · Score: 1

      I have worked in the commercial game industry whenever possible (which has thankfully included several high-profile titles) && have observed that there are regularly 3 or 4 times as many artists (modelers, animators, texture artists, etc.) as programmers on any given project.

      Clearly myriad programmers are already onboard with the benefits / ideals of Open Source && Free Software... many of us run GNU/Linux wherever we can. So the answer is this: We need to develop Free Software art tools that are so powerful && expressive that commercial artists take note && even prefer using them. I'm not persuing this course right now but might someday be interested in coding on such an ambitious project as could compete with 3DSMax or Maya.

      The cool part is that many programmers are remarkably artistic if they care to be. If we can realize powerful texture, model, level, animation, etc. creation tools which utilize fully open data formats, script systems, yada yada... then even the placeholder art we make will be that much better. Imagine if a good portion of an art-tool's user-base fully understood the entire open scripting system... how to write plug-ins or other exporters whenever useful. I imagine SDL would be a good candidate for the foundation of this dream.

      We could collectively develop huge free asset repositories where any FreeSoftware game could draw textures, models, brushes, characters, sound effects, music, fonts, etc. from. There is a beautiful future for FreeSoftware GNU Games once the standard formats are in place && artistry tools begin to compete with commercial offerings. I'm anxious to participate, appreciate, && benefit from such a fun, creative, collaborative potential future.

      So to sum up: I think the art problem can be solved by the coders if we put our minds to flexible engines, standard data formats, && powerful tools. TTFN.



      -PipTigger
    9. Re:Open Source games, and Gathering Artists by skyknytnowhere · · Score: 1

      Artists are bar none the most difficult group to get aboard, 3d or 2d. They are the one hurdle that my group faces in our attempt to put together an indie game- most free artists are impossible to keep on, and most pay artists require fees that aren't affordable to a small group.

      The best option I can see is to go with cheap, "amateur" artists on a per-piece scale. Granted, this can get expensive, but commission 30 pieces for $5-$10 each is a lot cheaper than paying the artist for the time they spend. The internet is full of burgeoning artists, trying to get their name out there and a little loose change in their pockets, and will do commissions on the cheap.

      skye

    10. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Awsome project. I bought almost every sierra adventure game ever made. These days I buy 1 or 2 "modern" games a year and it's always a huge disappointment. I spend most of my gaming time re-playing the old sierra games.

      I even bought 2 copies of SQ4 and KQ5 because I got it on floppy first and then rebought the CD version.

    11. Re:Open Source games, and Gathering Artists by mfrank · · Score: 1

      They don't even have the rights to use the Space Quest IP from Vivendi (who bought Sierra). That'll make it a difficult to raise capital. Making this anything other than a fan-created homage type game will likely make it a lot harder to get permission to use the IP.

    12. Re:Open Source games, and Gathering Artists by E1ven · · Score: 1

      Where can I go to hire artists for individual 3d pieces? It always seems people want to be hired for comission for an entire project, not a little "Make a closet" sort of thing..

      I'd love any ideas.

      Colin

      --
      Colin Davis
    13. Re:Open Source games, and Gathering Artists by danila · · Score: 2, Interesting

      You might want to find some non-free but really-really cheap artists. The solution is offshore development. If you are willing to pay something, an offshore game development studio in Russia or similar country can be an option, since the labour is much cheaper there...

      related link: http://www.dailytelefrag.com/index.php (English version of the web-site, Russian version of which has a sub-site for professional developers).

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    14. Re:Open Source games, and Gathering Artists by skyknytnowhere · · Score: 1

      Well, my problem was finding 2d concept artists, so you might have a bit more of an issue. I'd suggest looking for people that are learning from places like GNOMON, but don't have the experience to get hired.

      IRC, forums, and even USEnet have aspiring 3d artists that don't have hirable experience but want to fill out a portfolio. Making models for an Indie game is a great way to do that. I know at least 3 artists myself that are willing to do this kind of work, it just takes effort and a little virtual legwork to find them.

      skye

    15. Re:Open Source games, and Gathering Artists by skyknytnowhere · · Score: 1

      Speaking of, I hope you find some. Your project looks damn good.

      skye

    16. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Let us judge if what you're doing is exciting -that's only challenging for your poor capacity, not ours. So keep your voice and excitement low, because it doesn't fly outside.

    17. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Offshoring is good if you have legal power over the crew you hide. What happens if the guys at the other end want to screw you?

    18. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Have you tried in http://www.deviantart.com/ ?

    19. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      try wings 3d, for a basic 3d modeler. it is released under the BSD License. it has exports for most of the major file types. its fairly easy to pick up form the tutorial they have on the site.

    20. Re:Open Source games, and Gathering Artists by NanoGator · · Score: 1

      "How do other people solve this problem? Can anyone give any advice on how to get their attention? Adwords on Google?"

      It's hard. Money's often a good motivator. But if that's not possible, try appealing to artists that are earlier in their learning process. Give them a chance to shine. I went from this to this in about a year. (note: the second image is of a work in progress, that's why he has no arms.)

      Pretty phenomenal leap, dontcha think?

      Ferion hasn't paid me, nor was there any condition to. The situation was this: I'm a 3D artist who needs to be challeneged in order to enhance my portfolio, and Ferion is an indie game who needs artwork but can't really pay for it. So the deal we struck up is I do the art sans deadlines (i.e. give me time to do it right, learning as I go) and I get to demo it to promote myself. They get the artwork they need.

      A similar situation might work for you. A lot of budding young artists out there want to get a job doing that for a living, but they don't have the portfolio/demo reel they need to get that job. They need to be challenged. Offer them that possibility, and you'll find a few shining gems. It just make take a little time for that shine to surface, if you know what I mean. ;)

      Also, I'm an admin over at www.scifi-meshes.com. Head on over there and put out a feeler. Space Quest is exactly the type of project some of the artists there would want to work on. If you have difficulty getting responses, contact me. (My username there is NanoGator as well.)

      --
      "Derp de derp."
    21. Re:Open Source games, and Gathering Artists by NanoGator · · Score: 4, Informative

      "Quit looking on the Internet, no good artist will post his/her work there just so it could be taken by hundred's of people to be claimed as their own."

      Bull shit.

      --
      "Derp de derp."
    22. Re:Open Source games, and Gathering Artists by masada555 · · Score: 1

      You should consider contacting animation departments in art schools...

      There are plenty of young, enthusiatic animators who would jump at the chance to get some work experience...especially for the low, low prices you're offering ;)

      Design a simple flyer, and try to get your programmers out of their aerons and down to the local art schools. Post them in the animation dept (or near the coke machines)...I guarantee you'll get some kind of response.

      Good luck!
      -Matt

    23. Re:Open Source games, and Gathering Artists by Anonvmous+Coward · · Score: 1

      " no good artist will post his/her work there just so it could be taken by hundred's of people to be claimed as their own."

      I've personally watched people attempt this twice, and in niether time it worked. Art is distinctive. In both cases I've seen attempts like this, the idiot trying to pass it as his found himself under an unusual amount of scrunity. Either the work was too well known, or his presentation of it was just too fishy.

      One case involved a mesh of Deep Space Nine. Not only did people recognize the mesh (?? that one still baffles me) but they also knew, from memory who had built that particular rendition of that mesh. On top of that, it's far too easy to prove you have made the work.

      This type of event is rare, and when it happens the pitchforks come out more severely than they do when an SCO story hits Slashdot. Besides, there's little value in taking artwork. If somebody uses somebody else's art to get a job, the employer will know rather quickly during the interview. Heck, I busted a guy in an interview who claimed to have written code that he actually copied/pasted from a tut site. That wasn't hard to do. Heh.

    24. Re:Open Source games, and Gathering Artists by Pxtl · · Score: 1

      Look at mod and mod communities - you see tons of content for UT and UT2k3 adn other games, in the form of plug-ins etc.

      The reason is this: they have freedom. The artists working in those projects are doing what they want. The coder tries to work with the content they've created. Why? Art is not like coding - coding is an interesting challenge no matter what you're implementing. Art is not - if its not something you can do in your personal style, its terminally dull.

      My best suggestion is make a devkit as powerful as possible, and as expandible as possible, so artists don't need to work with the programmers - just some basic scripting and content management. Make the artists want to use your product to create, and they'll come to you. Look at various moddable games for tips on how to do this. Total Annihilation was a good game for allowing artists to create content in small packages with minimal coding - it was mostly making a model. Ditto with player models in UT and Q3 - for examples of that community, see www.polycount.com

      Artists are in shorter supply in general - they get hired faster then coders, so you have to entice them. If you can't promise them money, offer them fun and freedom.

    25. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Free art tools is not the problem. Artists who will work on free software projects is. Until there's an Open Art movement, all open source projects will look like they were designed by people who are better at programming.

    26. Re:Open Source games, and Gathering Artists by VisualStim · · Score: 1

      You might continue to try posting to 3d graphics sites. I've seen several such posts on the website that my wife and I run, PoserPros. She is a 3d artist and I am a typical Slashdot reader. It's made a great combination for building out website, geared toward professional developers for the Poser market, and other markets as well. We've got almost 10,000 members and have been around for about a year and a half. Sign up is free, just enter your fake email address. ;)

    27. Re:Open Source games, and Gathering Artists by gabec · · Score: 1
      So this looks like the "link to my favorite|personal gaming project" thread..

      where do I sign up? ;)

      oh wait... lol.

    28. Re:Open Source games, and Gathering Artists by Anonymous Coward · · Score: 0

      Go to an art school and see if you can recruit the students. In exchange for their work, they can use this project to make a demo reel and use it as part of their profilio. When animator applies for a job, a demo reel is a must and I noticed that big places like Pixar tent to look at demos that stands out.

    29. Re:Open Source games, and Gathering Artists by danila · · Score: 1

      Then screw them. :) This shouldn't be a problem. Don't give a large advance (or don't give the advance at all) and specify clear requirements. When you get the finished work from the offshore artists/developers, check if it meets the requirements and if it does, then pay. Most offshore developers will understand your concerns very well and this should not be a problem.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    30. Re:Open Source games, and Gathering Artists by NanoGator · · Score: 1

      Just curious. Did you read my other post?

      --
      "Derp de derp."
  3. Sites? by Hedonist123 · · Score: 2, Interesting

    So what are the best sites to check out the indie gaming scene on? Gamespot and all those don't quite cut it. Is there an underground game review site that I'm missing? Hed.

    --
    http://goldysmom.blogspot.com
    1. Re:Sites? by Anonymous Coward · · Score: 0

      Hands down, www.garagegames.com. They're selling the Torque game engine (of Tribes 2 fame) for developers for a measly $100. Great community there too.

    2. Re:Sites? by Centinel · · Score: 1
      That's $100 per developer on your project, not $100 overall.

      But it's still a bargain.

    3. Re:Sites? by Anonymous Coward · · Score: 0

      Try GameDev.net, you can't swing a dead cat without bowling over a ton of indie games.

    4. Re:Sites? by DanMacDonald · · Score: 2, Informative

      www.indieGamer.com - Monthy Ezine dedicated to indie gaming.
      www.DIYGames.com - Best spot indie gaming news.
      www.GameTunnel.com - Lots of indie game reviews.

    5. Re:Sites? by LordKronos · · Score: 1

      Wish I had mod points.

  4. THE Ultimate MMORPG!!! by thePancreas · · Score: 1

    Check it out: http://www.compsol.net/users/kinghawk/cdmmorpg.swf Gotta love the "Xtreme PVP"

    --
    I went to battle MC Escher, but drew a blank
    1. Re:THE Ultimate MMORPG!!! by thePancreas · · Score: 1

      Or if that is busy: http://www.scs.unr.edu/~ericf/C_D_MMORPG.swf

      --
      I went to battle MC Escher, but drew a blank
    2. Re:THE Ultimate MMORPG!!! by Anonymous Coward · · Score: 0

      I love the Pope with his copy too!!!

    3. Re:THE Ultimate MMORPG!!! by LineNoiz · · Score: 1
      --
      "Quotation is a serviceable substitute for wit." --Oscar Wilde
    4. Re:THE Ultimate MMORPG!!! by Anonymous Coward · · Score: 0

      HA! HA!

  5. r they worth playing by Anonymous Coward · · Score: 3, Insightful

    that is the real question

    1. Re:r they worth playing by Dav3K · · Score: 1

      In many cases, yes. You don't often get lengthy gameplay, but for mild entertainment, this is a great cottage industry. It's gaining a lot of momentum with handheld devices (Palms, Java phones, etc.) where quick and dirty 'distractions' are the order of the day.

    2. Re:r they worth playing by Chuckaluphagus · · Score: 1

      I own both "Strange Adventures In Infinite Space", by Cheapass Games, and "Moonbase Commander", by Humongous Entertainment/Infogrames.

      SAIS is a great, addictive game with short play times- a regular game doesn't last more than ten minutes, but then you just fire up another one immediately. It looks like a little like Star Control 2, with about the same graphic level, but it's different in both implementation and intent. There's a free demo here that will give you a good idea of the game.

      Moonbase Commander is an excellent and clever game, even more so in multiplayer over a LAN or the Internet. The website for it is here. Humongous Entertainment is part of Infogrames, so technically not indie, but the game is cheap and not at all like mainstream works.

      A major advantage I see with indie games is that they're often fun, generally not overly complicated, and cheap- both of these games are $15, and well worth the prices. They're different than what is already on the market and are a refreshing alternative to, if not as graphically stunning as, mainstream fare.

  6. Where do I start? by superpulpsicle · · Score: 3, Interesting

    I would really like to be an indie game developer. It's there like a 3D engine for free for noobs like me?

    1. Re:Where do I start? by jat850 · · Score: 4, Informative

      There's plenty of free game engines out there, some are open source. An example is Genesis3D, an engine I've dabbled with. Lots of the 3D engines are in various stages of development, and some of the ones I've tried do not seem quite powerful or flexible enough for the game concepts I'm trying to implement, but depending on what you're looking for, there are plenty of resources avaiable.

      Don't forget to check out useful websites like NeHe's OpenGL page (here) or GameDev.net. There are literally tons of resources out there for someone looking to get into indie game development.

      --
      the blood has stopped pumping, and he's left to decay
      the me that you know is now made up of wires
    2. Re:Where do I start? by Xzzy · · Score: 4, Informative
      Genesis3D is definetly pretty, but it's windows-centric, which is a black mark in my book.

      For those looking for more cross platorm options, there are these:

      • OGRE - Seems to be an engine "done right". Learning curve is high, but it is pretty. Not dorked around with it much to comment on usefulness.
      • Crystal Space - The "linux" of 3d engines. Does damn near everything but it's documented horribly and structure seems nonexistant at times. Will run on almost anything with a CPU though.
      • Nebula Device - Very very pretty, easy to get started in (not sure how easy to complete a project though), skimpy on docs as well but what does exist will have you pushing polygons quickly.


      I don't really have a favorite of these, they all have some really attractive features.

      It still seems picking up an opengl book and doing it yourself is the best way to go in the long run. Other options are taking older games with released source (Doom, Marathon, Quake 1 and 2) and using that engine. Again, learning curve will be high though.
    3. Re:Where do I start? by jat850 · · Score: 1

      Thanks very much for bringing up the Windows focus of Genesis3D. As an independent game developer, my biggest focus lately has been on bringing games to multiple platforms, and teaching others how to do so. I should not have been so neglect in my recommendations to the top-level poster!!

      I think indie game developers have the best potential to expand gaming to cross-platform markets ... the indie game developers are not so focused on deadlines, marketing, and profit, and can instead afford to focus on wider markets (in my humble opinion, anyway.)

      --
      the blood has stopped pumping, and he's left to decay
      the me that you know is now made up of wires
    4. Re:Where do I start? by Anonymous Coward · · Score: 0

      I would really like to be an indie game developer. It's there like a 3D engine for free for noobs like me?

      I'd really like to be rich and lazy myself, are there any hot rich babes lookin' for a little lazy dude action ?

    5. Re:Where do I start? by Hatta · · Score: 4, Insightful

      Why do you need a 3d engine to make a game? Most of the best games ever written are 2d or text, from back in the day when gameplay counted more than FPS.

      --
      Give me Classic Slashdot or give me death!
  7. Purest form? by The+Terrorists · · Score: 5, Insightful

    Who says one form is purer than another? Does creating games for profit make them impure? I certainly hope to profit from my creative work, and it is quite pure - in fact, it is religious music. Where do these standards come from? Look more closely for assumptions in articles, and at least explain them in the write-up, editors.

    1. Re:Purest form? by CaptIronfist · · Score: 2, Insightful

      Not pure as in making money out of something or not, but more pure as in no dead lines, no ridiculous marketing requirements and no wacko specifications made by total tech ignorants. 'Pure' as in the players are playing the work of the developpers and not some digested products from an all-star publishing team.

      That's how i understood the remark.

    2. Re:Purest form? by Anonymous Coward · · Score: 1, Insightful

      The problem with profit is that it can sidetrack and destroy creative ideas.

      A for-profit developer will tend to cater to what he assumes will sell the most. In doing so, he detracts from the integrity of his own ideas. A "non-profit" developer, on the other hand, is not concerned with what sells. He sets his own goals and follows his own ideas.

      Sometimes (or perhaps most of the time) this can lead to total and complete failure. But every now and again, something truly unique will emerge.

      So I tend more to trust the work of someone who isn't out to make a buck. Someone who believes in his or her own ideas enough to find other ways of supporting him- or herself, without "selling out" and caving in to the potential demands of invisible people.

    3. Re:Purest form? by skyknytnowhere · · Score: 1

      Most publishers require you to make games "their" way, the way that will sell best. You have to be pretty damned good at making games, and have a few big hits under your belt, to dictate terms to publishers and produce games the way you want to. Blizzard has hit this point, as has Id, but few other places have the clout.

      Now some publishers like Black Isle are interested in the artistic vision of their game designers, and it shows, but many follow the Game Developer's magazine style of game creation: "Copy what sells well, a good, pretty engine will trump everything else."

      Now, that sounds like a mean thing to say about Game Developer's magazine, but I really like it. It's got good information on creating games, and its post-mortems are wonderful. But look at things like their recent "Making a 3rd Person Action Game" article, which accepted 3 possible avatars for such games: "Hot Chicks," "Crazy Monsters," and "Tough Guys." No mention of creating an interesting story, or a character with a background to draw the player in, but rather cashing in on pre-existing gaming archetypes. The idea of making an Indie game is to escape those kinds of marketing pressures, and succeed on gameplay alone.

      skye

    4. Re:Purest form? by mrseigen · · Score: 1

      I consider "pure" to mean no marketing or publisher idiots have been all over the game.

    5. Re:Purest form? by Anonymous Coward · · Score: 0

      Perhaps you should give some thought to the ethics of that approach before considering it 'pure'. Most people consider religion to be rightfully free for all to access. I would include the entire religious community experience, and the music experience, too, in that.

      In games, it's even LESS pure. Everyone knows that games have been stuck in a few basic genres since it all turned into a multi-million dollar industry. All of the meaningful game development happened when things were created by individuals, dreaming up new ideas, and making them happen without having to worry about making them 'glossy' too.

    6. Re:Purest form? by Hatta · · Score: 1

      In short, pure means that gameplay is not sacrificed for profit.

      --
      Give me Classic Slashdot or give me death!
    7. Re:Purest form? by Anonymous Coward · · Score: 0

      I haven't sold out. I'm an unemployed programmer with some great game design ideas.

      I may be starving, but I refuse to take a job programming games would destroy my love of the art. Now if you'll excuse me, I need to go put in an application at Wal-Mart.

    8. Re:Purest form? by edrugtrader · · Score: 0
      religious music. and your name is "The Terrorists"...

      .................ok.

      --
      MARIJUANA, SHROOMS, X: ONLINE?! - E
  8. I am an indie game developer by linuxislandsucks · · Score: 0

    I am an indie game developer in the J2ME and desktop java gaming realm..

    My first game, MoonBuzz gets finished in August for sale to run on most handsets worldwide..:)

    Tools:

    Blender!
    Gimp!
    java

    --
    Don't Tread on OpenSource
  9. article text by Anonymous Coward · · Score: 0, Informative

    INDEPENDENT COMPUTER GAMING. It?s not always pretty, but ask any one in the biz and they?ll say that it represents the purest form of game development. And sometimes the cheapest. A check for ten bucks sent to a site called Cheap Ass Games buys you "Dr. Blob?s Organism."
    And because indie gaming lies outside of the publisher money train , and all the corporate pressures to follow trends , it often delivers some of the most creative PC games available to an audience far beyond your typical 19-year-old gamer.
    Cheap ... cutting edge ... a different audience ... are indie games the punk rock of computer gaming?

    INNOVATION ON A BUDGET
    Geoff Howland, a full time UNIX administrator, devotes his free time to his company Alitius. With Alitius?s employee population running at one , Howland, himself , the chances of creating a game with the big budget and killer graphics of a typical retail title are zilch. But Alitius?s garage-like business philosophy in an industry of manicured office parks is not a cause for complaint, but an incentive for creativity.
    "In retail, there are about five or six different genres. No one is doing anything different," said Howland. "Whereas independents can and should concentrate on that difference."
    His game, "BaseGolf," is a coffee-break friendly diversion that combines aspects of, yes, baseball and golf. But the "difference" cited by Howland extends beyond sports hybrids. In indie gaming, it can include new story-lines, audiences and game play.
    "Teenage Lawnmower," from Robinson Technology, a Japan-based husband and wife team, plays like a Gen Y afterschool special, with an alcoholic mother, an abusive boyfriend and a lawnmower gig.
    Battlefront.com recreates World War II-era armored battles for the serious military gamer, a niche market. Dexterity Software does the opposite; reaching a mass audience with puzzle games. Both of these indie developers target audiences that retail games can?t or won?t reach.
    For game developer Egenesis the difference lies in turning the massively multiplayer online game on its head. "A Tale in the Desert" ignores dragons and orcs for game play geared toward constructing an almost utopian society. Players accumulate power not through combat, but through mentoring and acts of leadership.
    Mentoring? Radical.

    WHO ARE THE INDIES?
    Games hatched beyond the pale of the corporate development is not new. On the contrary, it?s where game development was born. Yet while computer gaming goes Hollywood with all its giant E3 tradeshows and movie stars plugging console games, a steady stream of talented programmers is making independent games , traditionally an idea incubator of sorts , a continually fascinating subculture of computer gaming.
    "These developers are really returning to the way PC game development was in the late 80?s and early ?90s before it became so corporate," said indie game evangelist James Hills. "Doing it because they love games and have a passion for creating the visions they have in their heads."
    The approximately 1,500 teams and individuals involved with indie development are as diverse as the games themselves. Some are in the business to make it big by selling their title or talent to a major game publisher. Others, including an ever-increasing number of developers with experience in larger companies, cherish the freedom of doing what they please with Rob Malda's love sausage.
    "I see a lot more people with really solid, big game development making the leap," said David Nixon, executive producer at RealOneArcade, an online game portal. "It?s why they got into game development in the first place."
    Dexterity president Steve Pavlina once worked in commercial game development. "With game budgets larger and teams larger, developers can feel like a cog in the machine," he said. "They feel like there is no room for creativity. So yes, there?s a move to go back to the roots."

  10. So? by Anonymous Coward · · Score: 0, Troll

    There's a reason why Indie games developers are indie. They just don't cut it for the big publishers, and trying a few reveals why! They usually develop sub-standard games with crap graphics, no sound and appalling gameplay. That's why I never bother with their junk. Especially when you can usually *cough*obtain*cough* big-name games for free if you look hard enough anyway.

    1. Re:So? by BiscuitTheCat · · Score: 1, Informative

      You're obviously not looking in the right places. Or not looking for the right thing. Try going to www.pompom.org.uk or garagegames.com before blindly condemning Indie gaming. Not everybody has the time or inclination to play fifty hour waste-of-time-fests. Occasionally, family life and reality intervenes to the extent that only a quick five minute blast inbetween obligations is possible. The "mass market" doesn't seem to cater to that too well. Indie games, such as Space Tripper, Mutant Storm and Crimsonland fill that game nicely. Oh. You can probably find them online to steal too, so no worries there. (dumb*ss)

  11. The "Golden" Rule of Gaming... by kmak · · Score: 1

    Content will always beat flash and show.. (unless you're talking about Squaresoft and FF.. they still sell their millions of copies..)

    --

    I'm not the devil.. just his advocate.
    1. Re:The "Golden" Rule of Gaming... by Anonymous Coward · · Score: 0

      unless you're talking about Squaresoft and FF.. they still sell their millions of copies.

      Come on, get off it. Comments like this make me think slashdot is full of fat nerds who are just jealous of success (wait, I must be new here right?) My wife who HATES, and I mean HATES, video games will play anything in the Final Fantasy series. VII made her cry and X got me laid, she kept on saying she wished she was a lesbian so she could do Lulu.

  12. Great Stuff. by j_kenpo · · Score: 3, Interesting

    Like it said in the article, this kind fo stuff brings you back to the gaming scene int eh late 80's and early 90's, where some of the best gaming titles came from. Some of the gaming companies that made games in those times grew to become bigger franchises, such as ID with their cheasier games like Commander Keen. I still remember games like Epic Pinball, Raptor, and such, that I still play in Dosemu all the time. I remember a quote once, I think it was from the guys from ID, that basically said the next big gameing change isnt going to be done by the big guys, but by a couple of guys in their garage (if anyone remembers who said that, feel free to enlighten me, I cant remember and it would be nice to give credit). Ill spend a few hours checking out some of these games, they ought to somewhat entertaining, even if they are simple few minute diversions...

    1. Re:Great Stuff. by thorgil · · Score: 1

      Remember pinball dreams & pinball illusions?

      Offtopic...

      Does anyone know if "serf city" was just a hacked clone of settlers or what?
      Where do i get serf city nowdays? I MUST HAVE IT,.... ARRRRGGHHH!!!

      --
      Warning: This sig contains a small bug. ==> *
    2. Re:Great Stuff. by pavon · · Score: 1

      hmm, yeah I remember that quote from Carmack too, but I can't seem to find it.

      IIRC, it was in responce to a question about if he was concerned about the stuff comming out of Valve, Unreal and other companies surpassing his. (This was about 1999 I think). His responce was that he thought they were doing some really neat stuff but wasn't too concerned, because he could see upfront how good they were. What worried him were the competitors that he had no way of knowing about, hackers working out of their garages and such.

      Perhaps Valve took this to heart - essentually relegating themselves to the obscurity garage for years while they worked on the halflife 2 engine :)

    3. Re:Great Stuff. by probbka · · Score: 1

      Going further off-topic, I loved that Settlers game, and I can't find where to buy it now a days... a clone would be cool...

      Settlers III was such a fun game

      --
      Only requirement for good karma: be pedantic as much and as often as possible.
    4. Re:Great Stuff. by edrugtrader · · Score: 1

      bill gates said that. and then said they needed to find and hire them.

      --
      MARIJUANA, SHROOMS, X: ONLINE?! - E
    5. Re:Great Stuff. by mink · · Score: 1

      Serf City was the US release (name change for us dumb 'merikans) of The Settlers.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  13. my favorite game? by therevolution · · Score: 2, Funny

    It's called "Slashdot Effect." And MSNBC just lost.

  14. Re: What makes it pure by Baron_Yam · · Score: 2, Insightful

    I suspect that you're supposed to infer that 'pure' indicates that indie games are driven by a desire to produce a product from individual inspiration, whereas commercial games are more likely to be based on marketing stats.

  15. They're Great by Ryan+Stortz · · Score: 3, Informative

    Indie games are great. I love them because their communities are so small and tight-knit. One of my favorite Indie games would have to be Wulfram 2. The game is completely volenter driven. There are more than a few people who have stuck with the developer for as long as five years.

    There are some problems with Indie games however, the biggest would have to be support. Alot of these games are struggling to stay alive, and to do so they need to either be pay to play, have a large number of donations, or just simply have a ton of advertisements.

    --
    Bugs are just features that have been fixed.
    1. Re:They're Great by Anonymous Coward · · Score: 0

      Yeah, but who wants to play online with a bunch of overweight, anti-social geeks who haven't showered in a month and still live in their parents' basement?

    2. Re:They're Great by Anonymous Coward · · Score: 0

      Wulfram II is great!

    3. Re:They're Great by Anonymous Coward · · Score: 0
      I don't know, if you and your friends aren't real assholes, I might be interested.

      Playing online means not having to worry about the personal hygiene of others.

  16. Indie = Freedom by ShwAsasin · · Score: 4, Interesting

    I run my own indie game company and let me tell you, there's nothing better than having the freedom to do whatever you like in the development process. Many game companies, especially the big ones, make you work one position and your input isn't appreciated on other topics. With Indie game companies you'll have anywhere from 1-15 people working at the company making something that truly (in most cases) want to play themselves.

    The ideas portrayed in many indie games, although not blockbusters, are normally fun to play, small in size and are fairly inexpensive. With my company I have the freedom to code in whatever OS's I want, so my companies next game will be released for Linux/Windows at the same time, absolutely no code changes, literally. Most companies don't give that sort of freedom, where indie projects do!

  17. There's a couple by Midnight+Ryder · · Score: 2, Informative

    There's a couple to choose from, but for free engines, IMHO, your best best is Crystal Space 3D. PlaneyShift made use of it successfully - it's pretty good.

    However, my tool of choice is Torque which isn't free - it's $100, and you get the source code for it. Damned flexible, and one hell of a community behind it. Go cruse the forums (same site, under Make Games) and check it out. And take a look at the screenshots. I'm currently using it on Trajectory Zone (Mm.... why bother with the link - still no dev pics up there at the moment, even though it's almost done!) and I'm really impressed with it's power - the best $100 I ever spent for game development.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  18. Is it me or did he just insult everyone? by Fallen+Kell · · Score: 1

    "...They don't want to be reminded that they're idiots or lack hand-eye coordination..."

    I mean seriously, that certainly sounds like a MAJOR INSULT to me, luckily he (Nixon), was not talking about me.

    --
    We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
  19. No soul to indie games by Junks+Jerzey · · Score: 5, Interesting

    I love the concept of indie game development. I dearly do. But look at indie development forums, look at indie game companies, and what do I see: endless reworkings of stale puzzle games, endless reworkings of a certain group, 8-bit games (Boulder Dash, Asteroids, Breakout), clones of Commodore/Atari/Apple favorites that now run on your desktop, and so on. There's also a certain high-end crowd that creates engines that look like Quake II, but without any games on top of them.

    Imagine if the independent music scene were like this. All indie bands would be scrambling to record cover versions of small set songs from bands from the early 1980s. And they'd be defending that practice by claiming that there are only a handful of good songs out there, so why write a new one?

    1. Re:No soul to indie games by TopShelf · · Score: 4, Informative

      There is one great exception, of course. Nethack has to be the king of the indie games....

      --
      Stop by my site where I write about ERP systems & more
    2. Re:No soul to indie games by Corporal+Punishment · · Score: 1
      I feel the same way about major label's games these days. Too much market pressure to keep with a "sucessful" formula and make more money...

      I've seen some indie games (Hateful Chris comes to mind) that are really creative with their storyline/characters/settings. I wish the big companies would be willing to go out on a limb and publish something creative like that.

      My hope is more indie's will start pushing new boundries and that will lead the industry in new directions. But hey, I also wish it would rain money too. ;)

    3. Re:No soul to indie games by Naysayer · · Score: 1

      There are some exceptions to this. See this site.

    4. Re:No soul to indie games by Rogerborg · · Score: 2, Funny

      Bah, Nethack is just a shoddy Diablo clone. ;-P

      --
      If you were blocking sigs, you wouldn't have to read this.
    5. Re:No soul to indie games by glenrm · · Score: 1

      The reason is that most indie game developers start with these types of game as a learning exercise and find that they enjoy making them so much that they don't move on. If cell phone games take off they will have a large market to sell to...

    6. Re:No soul to indie games by jbrians · · Score: 1

      That isn't what the indie-rock scene is like...?

      --
      "Faith strikes me as intellectual laziness." -Robert A. Heinlen
    7. Re:No soul to indie games by DanMacDonald · · Score: 1

      There are a number of reasons why there are a lot of indie puzzle games and remakes. One is a single developer has a hard time doing everything, sound, art, programming, game design. It's often easier for a coder who wants to make a game to do a remake of a game that he knows and loves. It's much easier to make a game from an existing design then to design your own. A lot of people who have no other game development skills like to consider themselves designer. But creating a game design that is both fun, innovative, and achievable given the developers resources and abilities takes some true talent. I guess this would be akin to a single musician doing vocals, guitar, drums, base all themselves and write good music at the same time. Indie developers who are serious about indie development want to make progress towards their goal of becoming full time making their own games. (This was mentioned in some of the other comments) Recently the popular trend has been to make puzzle games, a lot of indies took this as a step towards securing their freedom since this was a segment ignored by the big players. However as of late this segment has become increasingly more saturated and competitive. It's also attracted the attention of the slow moving big players. I expect things to change in the indie scene very soon. More and more developers are going indie and getting experience making their own games. Production values are going up, more and more of them are going full time. I expect to see indie games breaking out of the current puzzle game trend and start taking on new genera's in the near future. Expect a different spin on them then the retail sector, but they will be more complex and sophisticated then the popcap crowd. In the end, the real soul of indie development isn't the games, it's the developers. They put their own time and resources into their games, they listen to their customers and make changes to their products (if they are the successful type). They also support their customers in a way that no retail shop can. I believe it is the heart and soul of the indie developers that has caused them to be so successful with the mass market and traditionally marginalized market segments.

    8. Re:No soul to indie games by Dave_21-6 · · Score: 2, Informative

      It's not all doom and gloom - don't count us indies out so quickly.

      There is a very interesting game I personally enjoy by Chronic Logic called Triptych that is quite innovative in my opinion. Kind of like bubble-popping Tetris, but with physics thrown in. They also have a popular bridge-building game called Pontifex II that you might find interesting. Definitely different than most indie games.

      And of course there are the games at GarageGames, including our title Orbz - oh yeah, plugging away ;) . I challenge you to find a game quite like Orbz out there - it is definitely not a knock-off.

    9. Re:No soul to indie games by Vraylle · · Score: 1

      There's also something to be said about the fun simplicity of those classic games. While I agree that I see a lot of direct clones, I see quite a few that are original but clearly inspired by the actual gameplay of older titles. My game (shameless plug alert), WordWars, is at its root a simple crossword puzzle...but when you add explosions, knife slashings, poison, and nukes, it becomes something different. Some might see it as a stale reworking, but others see it as a fresh take on an old idea...which is precisely why I wanted to make (and play) it.

      --
      Mutant Freaks of Nature: "Frighteningly Addictive"
    10. Re:No soul to indie games by nutsy · · Score: 1

      And this is different from commercial games how, exactly?

    11. Re:No soul to indie games by Lumpy · · Score: 1

      Dont know much do you....

      Parsec is better than any other game in it's genre. Even from the over-paid low-talent game companies like Vicarious Visions and it isn't even 1/4th finished yet.

      the biggest problem with indie games is people who think they know what they are talking about and babble worthless comments that others believe.

      And YES If I look as deep as you do, Music is a rehash of the same old crap from year to year. Rappers have yet to get origional in any way, Eminemmie is a wannabe copycat and metallica is the same crap year after year after year.

      Try looking a bit deeper than the wrapper surface. Indie games, MANY of them are pertty darn close to being better than the crud the big game companies are making... Fortunately these indie people generally avoid windows as a platform and usually develop for linux first.

      do some research, GLTRON is another example, I can name about 20 within 20 minutes if I wasn't tired.

      so stop spreading FUD about indie games, actually take the time to find the good stuff that is not being promoted because they are busy making the game....

      --
      Do not look at laser with remaining good eye.
    12. Re:No soul to indie games by Junks+Jerzey · · Score: 1

      do some research, GLTRON is another example, I can name about 20 within 20 minutes if I wasn't tired.

      Go ahead. One of the all-time stalest game ideas is the so-called "Tron light cycles." Before the version with the Tron name on it showed up in 1982, there were at least half a dozen versions released in the previous five or six years. Then there have been hundreds of versions since then. In fact, it's a standard first game for newbies to write. GLTRON is the same game, but in 3D.

  20. cool, a /. thread especially for plugging games :) by jbellis · · Score: 4, Interesting
    I guess you could call me an indie game developer who doesn't have the guts to quit his day job.

    Then again, given how many indie games make the big time, maybe I'm just smart. :)

    In any case, my web game, Carnage Blender has a small (I've made enough back to cover hardware costs and the odd pizza) but loyal following. It's primarily a clickfest but, I think, an entertaining one. There's far more depth to the strategic choices than is initially obvious, particularly when you start to get to the high-level spells.

    We probably have one of the highest overall IQs of gaming communities that you'll find, because the admins actively discourage idiots. (As opposed to newbies, who are welcome.) Unfortunately, a lot of idiots have credit cards. Guess you can't have everything... :-)

  21. artists are hard to find by Anonymous Coward · · Score: 0

    I would have to agree that it is hard to find good 3D artists. The benefits of having the creative freedom without the pressure of suits who just want something that will make money fast are huge! However, it takes a lot longer to get things done when you have no funding.

    Keep an eye out for Magicosm

  22. Wheww... by vasqzr · · Score: 5, Funny



    For a minute there, I thought we were outsourcing game programming to India.


    1. Re:Wheww... by inteller · · Score: 2, Funny

      don't give them any ideas. I'd rather not play the ghandi version of Halo.

    2. Re:Wheww... by AtariEric · · Score: 1

      Just wait a few months, it will happen.

      --
      Don't trust any concentration of power.
    3. Re:Wheww... by NUBlackshirts · · Score: 1

      Give it time.

    4. Re:Wheww... by IFF123 · · Score: 1, Funny

      Otherwise know as a "Halo: Passive Resistence" mod

      --
      Who took my tinfoil hat?
    5. Re:Wheww... by skyknytnowhere · · Score: 3, Funny

      I think a version of Halo based on the Bhagavad Gita might be kinda cool though...

      Krishna laser disc attack!

      skye

    6. Re:Wheww... by Maserati · · Score: 1

      As soon as India has enough PCs/Current-gen game consoles we probably will see games based on the Bhagavad Gita. It'd be perfect for an RPG, online or off.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    7. Re:Wheww... by Hatta · · Score: 2, Funny

      Or the Kama Sutra.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Wheww... by pommiekiwifruit · · Score: 1
      Or the Kama Sutra.

      What, a game involving encryption and embroidery patterns?

      ...

      Oh, there are other chapters...

  23. He's almost right... by Midnight+Ryder · · Score: 4, Interesting

    Go closed source.

    Raise some capital.

    And pay the devs.

    He's ALMOST right on that. Part of what most of the artists who WILL work on you project look at is what the likelyhood that they get some sort of return on thier investment (time = money). I'm not saying that there aren't any artists who will work on a free - just damned few. And most that I do know are doing it to get a leg up in game development - build thier portfolio, etc.

    If you've got a project that's up to the point of beta, you'll find it much easier to get artists on board. Also, go make an account at GarageGames, and watch for artists lookin' for a freebie project to work on in thier free time, or people who just quit a project and are lookin' for something else to work on (watch the .plan files.)

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

    1. Re:He's almost right... by E1ven · · Score: 3, Interesting

      Hrmm.. You aren't by chance the say Davis Ray Sickmon who used for work on the Freedows/AllOS project, are you?

      In any event, what's the difference? Why is it people will code on Open Source projects, but not do 3d work? I guess I come at this from a bad perspective, but I really don't understand the difference.
      Colin

      --
      Colin Davis
    2. Re:He's almost right... by Anonymous Coward · · Score: 1, Interesting

      I cannot say for sure, but my guess is that when programmers program, they are (usually) never finished. When one release a piece of open source software, one will continue to be "attached" to it as long as they integrate patches, make releases and so forth.

      In contrast, when an artist makes a picture, that particular picture is finished; and they are no longer attached to it in the same way that coders are to their work.

    3. Re:He's almost right... by Anonymous Coward · · Score: 0

      Part of what most of the artists who WILL work on you project look at is what the likelyhood that they get some sort of return on thier investment (time = money).

      Huh ? what every happened to 'starving artists' ? aren't we allowed to starve them now or something, I didn't get any memo on this ?

  24. Let's not forget... by krital · · Score: 5, Interesting

    ... the most important indie games of the internet's history - MUDs, MUSHes, MOOs and the like. They incorporate written and linguistic creativity, roleplaying, imagination, don't require any special software other than generic telnet, can be played on the oldest of links and, most importantly, are often free :)
    Try a good one at hypercube.org:9000, or many others at www.mudconnector.com.

    --
    -- K
    1. Re:Let's not forget... by Magnifico · · Score: 1

      I am partial to Tempora Heroica, but then I'm one of the developers. one of the nicest things about running and developing a MUD as opposed to making 'levels' or 'maps' for games like NeverWinterNights or some other game is that you can make your own engine. Don't like levels, they're gone. Don't like classes, they're gone. Think HPs, experience, etc are all silly, don't use 'em. With someone elses engine you're locked into their way of doing things. So with NWN, you're locked into Hasbro's D&D game.

    2. Re:Let's not forget... by Thomas+M+Hughes · · Score: 1

      Or, if you're feeling the creative urge, there's a large number of MUDs et al that are currently in development and could use some extra minds plugging away at things. I'm personally working at http://www.amberilis.org/ (the game itself is at amberilis.org:4000). If you think you might be interested, feel free to stop on by and take a look around. If you like what you see and get along with the immortal staff, you too can waste your life in a text based world.

      I'm sure http://www.mudconnector.com/ has other in development games as well, in case Amberilis doesn't float your boat.

  25. rendering engines? by Anonymous Coward · · Score: 0

    Is there a place where an indie developer can go to get good open-source rendering engines? It seems like a lot of developers are "rolling their own" -- but if I was a game developer, I would probably want to start with the best open-source rendering engine I could find, just to save myself a lot of work. Or is it too much to ask to find a one-size-fits-all rendering engine?

    1. Re:rendering engines? by keymygrip · · Score: 2, Informative

      Go get Crystal Space in source forge. That is what I am using. It has a large user base and the people that work on it I can only assume work like dogs. I have had great success so far in bringing my game to where it is with it.

    2. Re:rendering engines? by Anonymous Coward · · Score: 0

      Crystal Space?

      ---
      Traficant in 2004

  26. Dupe! by lightspawn · · Score: 1

    Story the first

    Story the second

    So what, now whenever another source runs an article along the same lines it's a new slashdot story?

  27. 3DGameStudio by PhoenixOne · · Score: 1
    3DGameStudio/A6 is really good for "noobs". ;)
    Yes, I work for this company, but the product is really great, cheap, and has a 30 day trial. It is also really easy to use (no programming required) but flexible (you can script your own stuff using a built in language or expand the engine itself using the SDK and C/C++/or Delphi)

    Okay, I'll stop plugging the product and give the link. ;)

    http://www.conitec.net/a4info.htm

    --
    Spell cheek you've failed me four the last thyme!
    1. Re:3DGameStudio by 91degrees · · Score: 1

      Yeah, but the scripting language's support for arrays really sucks.

    2. Re:3DGameStudio by PhoenixOne · · Score: 1
      What do you mean? 3DGameStudio doesn't support multi-dimensional arrays, but it is very easy to "fake".

      my_array[5*3]; // 3 dimensional array of 5 elements each
      result = my_array[x + (y*3)]; // access the x,y element of the array

      You can even use defines to make things easier to read/change.

      --
      Spell cheek you've failed me four the last thyme!
    3. Re:3DGameStudio by 91degrees · · Score: 1

      I mean something like this:

      char **array;
      array = malloc(sizeof(char *) * DIM_Y);
      for(int y = 0; y < DIM_Y; y++)
      {
      array[i] = malloc(sizeof(char) * length[i]);
      }

    4. Re:3DGameStudio by PhoenixOne · · Score: 1
      Ah. That is because C-script is a scripting language not a replacement for C. :)

      We have a lively conversation on the difference between script and C here but the short answer is C-script is designed to allow you to do "high-level" things like move a model, react to a collision event, etc. without having to worry about things like memory allocation.

      --
      Spell cheek you've failed me four the last thyme!
    5. Re:3DGameStudio by 91degrees · · Score: 1

      If its trying to be a high level scripting language, why does it distinguish between strings and vars, and why does it require that array lengths are fixed?

      C-script seems to have all the disadvantages of a high level scripting language with all the disadvantages of C.

    6. Re:3DGameStudio by PhoenixOne · · Score: 1
      C-script is what it is. Personally I like having different data types for strings and vars. Adding the ability for non-fixed array lengths is interesting however; I'll have to look into that (although it has never come up before with our users).

      C-script is an evolving laungage; if you have anymore ideas on how to improve it please join our user forum and let us know.

      --
      Spell cheek you've failed me four the last thyme!
    7. Re:3DGameStudio by 91degrees · · Score: 1

      It's certainly a useful (if inefficient) feature of many very high level languages. If you try to write to an element out of range of an array, the array simply gets extended, and the value put in the right place.

      I haven't really used it much, and was just trying to help a friend solve some problems she was having. I'll persuade her to bitch directly about her problems on your forum.

  28. Well, how about answering the question? by Midnight+Ryder · · Score: 4, Interesting

    Hands down, www.garagegames.com. They're selling the Torque game engine (of Tribes 2 fame) for developers for a measly $100. Great community there too

    Well, that's nice and all, but it's not the question he asked. He asked about review sites for independant games. That's a project I've been working on as a side line (a nice community oriented freeware / indie game site) but haven't completed. One of them I would recommend is Indie Games. Not a great site, but fits what you are lookin' for. Also check a lot of the shareware games sites - pretty much Shareware Game Author or Freeware Game Author = Indie Game Author.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  29. Moonpod games by scot4875 · · Score: 2, Interesting

    I just stumbled onto Starscape by Moonpod, an indie developer, and am extremely impressed by it. It's only the 2nd piece of software that I've ever bought online (the first being Kali).

    It's sort of an evolution of Raptor by Apogee -- have ship, buy upgrades -- but adds research for better upgrades and a lot of exploration. And the game just oozes style and polish. Highly recommended.

    --Jeremy

    --
    Jesus was a liberal
    1. Re:Moonpod games by Anonymous Coward · · Score: 0

      Seconded!! Remember the old UFO-com games, starscape is similar (but with much better graphics). You research weapons and build bigger better ships to put those weapons on, there is mining asteroids and stuff, then you can blast away in all out space combat with really cool weapons, big explosions, lots of color. I think that most of the slashdot crowd would really dig the hell out of starscape. Get the demo, you won't be dissapointed.

    2. Re:Moonpod games by mindsuck · · Score: 1

      Yeah, indeed Starscape is amazing. I saw the banner at penny-arcade.com and thought... ohhh... top-down spaceshooter. I love those things, played out the demo and it was fantastic. However, I'm waiting for the *nix version to buy it. Really nice eye-candy as well and developed using SDL, their development team is porting it to Mac right now if I'm not mistaken and later on to GNU/Linux.

      --
      --- I w00t, therefore I'm l33t.
    3. Re:Moonpod games by skyknytnowhere · · Score: 1

      Same here, I found it and had bought it after the first reminder showed up. It was so much fun I had to have it.

      And it is an incredible amount of fun.... it just has one problem: the resolution is too low.

      Now, I don't mean that from a fancy-shmancy I need to play games on a giant monitor point of view, I mean, most of the gameplay takes place *off screen.* In most in game battles, if you can see the enemy fighters, you're in serious trouble.

      I'd really like to see this problem fixed, even if its only upping the playable area to 800x600.

      Otherwise, this is a fantastic example of what can be accomplished by an indie studio.

      skye

    4. Re:Moonpod games by scot4875 · · Score: 1

      Agreed -- the 'game view' is too small. It's kind of disappointing that once you get strong enough, you can blast everything before it even makes it on screen ... but still a good game nonetheless.

      (Also -- in response to a different post) I found the link on PA, too. First banner ad that's ever worked on me. :)

      --Jeremy

      --
      Jesus was a liberal
  30. The M$FT RPC HACK ATTACK has started..HELP!!! by Anonymous Coward · · Score: 1, Funny

    I have lost control of all my department's windows machines due to the RPC attack launched at 8/1/2003 3:30pm EST!!!!
    What am I supposed to do TO FIX THIS???
    SHIT, I am going to be FIRED!!

    1. Re:The M$FT RPC HACK ATTACK has started..HELP!!! by Anonymous Coward · · Score: 0

      Well, at least you can tell your boss they got Microsoft itself first :)

    2. Re:The M$FT RPC HACK ATTACK has started..HELP!!! by Anonymous Coward · · Score: 0

      disable DCOM on all the machines then apply the patch...which you might still be able to get... dunno, Microsoft is under attack right now (16:49 EST)

    3. Re:The M$FT RPC HACK ATTACK has started..HELP!!! by IFF123 · · Score: 0

      Praying would help. Let me help you along: O great server in the sky, Lin'box your name; grant me this wish....

      --
      Who took my tinfoil hat?
  31. My Two Cents... Blockwars.com by Myriad · · Score: 2, Interesting
    Well, may as well throw mine into the fray...

    I find it is a lot of fun to write something just for the sake of doing it and letting people play. It's quite rewarding to get E-Mails from people who enjoy playing what you've done.

    For those of you who liked Tetris I've got a multiplayer competitive version up and running at Blockwars. No ads or popups or any of that nonsense...

    Blockwars isn't my end goal though... it's a testbed for the multiuser code I intend to use on more creative projects. So if you hit a bug, I'd love to know! :)

    Blockwars: a real-time, multiplayer game similar to Tetris.

    --
    "They do not preach that their god will rouse them, a little before the Nuts work loose." Kipling, 'The Sons of Martha'
  32. Re: Indie = Freedom - no code changes? by kevin_conaway · · Score: 1

    The same code works natively on both Windows and Linux without changes? Unless its in pure Java or text based (even then), i find that hard to believe

  33. It's not jsut computer gaming... by Misch · · Score: 2, Informative

    It's not just computer gaming that people are developing on their own. I was part of a small board gaming group that informally meets at RIT.

    While we primarily focus on playing euro-based board games, we've test played quite a few games that individuals have come up with. We play, think about what happened, then come up with suggestions on how the game can be better.

    True, sometimes the games are knock-offs of others with little twists (We had a game called Feregi that was based on the German bidding game Kohle, Kie$ & Knete), but more often, the games were true originals.

    It takes some thought to make a game. it takes a lot of thought to make a good game.

    --

    --You will rephrase your request for me to go to hell. Goto statements are not acceptable programming constructs
    1. Re:It's not jsut computer gaming... by Anonymous Coward · · Score: 0

      Cheapass Games is an indie but commercial hard board games developer/publisher. I recommend their games.. they are a lot of fun. You can even re-use pieces between the different games to reduce the cost of getting the game.

  34. Zenfar and the Indie world by glenrm · · Score: 1

    I don't get into the whole Indie vs. Big Time game development thing. I run my company on a very small budget and does effect some of the things I can do, but I also do not have any external force telling me what to put into my games (Zenfar and Zenfar ][). No marketing guy or publisher saying 'that won't sell' or 'we need more X'. But the same could be said for a well established developer such as id, they can do what they want and can publish a game when it is done. So it not so much a matter of budget as freedom to develop.

    1. Re:Zenfar and the Indie world by eglamkowski · · Score: 1

      Depends on what kind of sales you want (i.e. who you are trying to sell to). If they're paying more then a few bucks for a game, most people will want quality graphics (even if they say they don't, almost all of them do), and art takes a lot of time and a lot of money. Well, if you're doing solitaire type games the art requirements are pretty low, but for most games...

      Now, if you just put in place holder art for demoing purposes so you can get a contract or buy-out from a big publisher who can finish the art...

      --
      Government IS the problem.
    2. Re:Zenfar and the Indie world by glenrm · · Score: 1

      I like to think in terms of Place Holder *= 2 artwork, stuff that gets the meaning across and makes the game playable but that isn't perfect or as consistant as it should be.

  35. free plug by CactusHack · · Score: 1

    The next big MMORPG (Java at it's best) Magicosm

  36. Only Indy until your successful! by Serapth · · Score: 5, Informative

    The Irony of Indy Games

    Outside of the handheld ( PalmOS, PocketPC ) markets, or cell phones... many indy games are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true. Its funny though, when you look at "past" indy games...

    HomeWorld
    Doom
    FlashPoint

    Really... by definition, an indy game is self financed, without a publisher in site. Its funny that that moment you have success in the indy market, you tend to get picked up by a publisher... then your no longer indy! ;) Than again, there are a few companies that are going from commerical projects to more of an indy style. Once you see the amount that publishers take... you start to see the value in online distro's!

    For anyone really interested in learning more, check out:
    Garage Games Misc resources, plus a licensable engine
    FlipCode Great gaming related site
    Gamedev.net Like flipcode, but less mature ( you'll see! )
    Gamasutra The site for game developers! Must see
    CrystalSpace LGPL 3d Engine. Very impressive
    WildTangent Cheap game engine (web based), plus online publishing
    Auran Jet Affordable 3d engine, flexible licensing
    OpenGl The site for OpenGL info. Lots of useful links

    From the above list, you should easily be able to find anything else your looking for! ;) Enjoy the world of game development for zero cash!

    1. Re:Only Indy until your successful! by danila · · Score: 1

      Well, some companies like 3D Realms and id Software are still independent. :) They employ publishers, but only for marketing, distribution, etc., not to to finance their development. If Duke Nukem Forever ever gets done, this will be an indie game. :)

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    2. Re:Only Indy until your successful! by seattlenerd · · Score: 1

      The smartest independent game developers, even when they have a hot "commercial" game, don't tie every title up with a single big publisher. Instead, they let the income from commercial success(es) fund the stuff they want to experiment on or just screw around with.

      Unless, of course, they get greedy. Then they're doomed.

      One look at indie developers in the Seattle area was published in Seattle Weekly recently. It's written for a mass (non-developer) audience, but points out how invisible most developers are to the general public -- partly by their own desire, and partly by publishers' design (who don't want the world to know "their" hit game was developed by someone else, and perhaps a very small someone else). And, it notes there's a wide range of game types cranked out by the indies. Still, most indies deserve more credit than they get.

    3. Re:Only Indy until your successful! by Hatta · · Score: 1

      Wild Tangent is spyware.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Only Indy until your successful! by seattlenerd · · Score: 1

      It's only spyware if you didn't intend to load it. But many people who actually spent money on WildTangent games and loaded the engine knowing how it works are being told it's "spyware." Ad-aware and Lavasoft are wrong on this one and are deleting WildTangent files from people's PCs who use Ad-aware's defaults ... then those customers call WildTangent wondering what happened to the products they paid for, not realizing Ad-aware took the files off with all the other stuff that Ad-aware properly removes.

      There's lots of real spyware out there, but WildTangent's game engine isn't it.

    5. Re:Only Indy until your successful! by Anonymous Coward · · Score: 0

      many indy games are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true.

      many indy songs are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true.

      many indy movies are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true.

      and on and on and on....

      what do you expect? Programming and games is identical to everything else....

      The people that are good at it become "golden"

      the rest? they simply tried.

  37. Oh, that depends... by Midnight+Ryder · · Score: 3, Insightful

    It still seems picking up an opengl book and doing it yourself is the best way to go in the long run.

    Oh that depends on if you want to concentrate on game development part time for the next 18 months, or on engine develpment part time for the next 12 months, THEN start game development. Engine development and game development are two different beasts really - the overlap in some areas, but, game development concentrates on issues like gameplay, content, etc., while engine development concentrates on things like speed, graphical optimisation, etc.

    My opinion to ANYONE who's looking at starting into the Indie field, get a free engine or buy an engine (see a couple o' edorsements for my favorite elsewhere in these threads) and use it. Indie Game Development is rarely someone's fulltime job, so why spend the time re-inventing the wheel? Spend the time developing games.

    (On the flip side of that, there's always the issue that you know the engine like the back of your hand if you developed it yourself. I purchased the Torque engine, and it's something like 250K lines of code. I'm surprised how well I know certain parts of the engine, because I decided I just wanted to make a 'quick tweak' on something, like adding particle system LoD, and ended up pretty much knowing it by heart now. So this is kind of a non-issue - get to know the parts of the code you WANT or NEED to know about, and ignore the other stuff. Just be sure to start with a fairly stable and secure engine before thinking this way ;-)

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

    1. Re:Oh, that depends... by jat850 · · Score: 1

      MR,

      How do you find the torque engine in terms of flexibility, speed, and ease of use? I'd really like to try it out but I'm not sure if I want to spend a $100/developer licensing fee at this time ... (I have 3 developers, and not $300, haha). But if it's powerful, and will save some time on the development of our in-house engine that we're working on, I might drop a hundred bucks for myself.

      --
      the blood has stopped pumping, and he's left to decay
      the me that you know is now made up of wires
    2. Re:Oh, that depends... by pommiekiwifruit · · Score: 1
      so why spend the time re-inventing the wheel?

      As a programmer, I moved stuff around the office by shoving it hard. A manager came and asked why I didn't use the trolley, as the wheel had already been invented? I thought this was an insensitive afront to my culture.

  38. Re:article text (-1 Redundant) by Anonymous Coward · · Score: 0

    INDEPENDENT COMPUTER GAMING. It?s not always pretty, but ask any one in the biz and they?ll say that it represents the purest form of game development. And sometimes the cheapest. A check for ten bucks sent to a site called Cheap Ass Games buys you "Dr. Blob?s Organism."
    And because indie gaming lies outside of the publisher money train , and all the corporate pressures to follow trends , it often delivers some of the most creative PC games available to an audience far beyond your typical 19-year-old gamer.
    Cheap ... cutting edge ... a different audience ... are indie games the punk rock of computer gaming?

    INNOVATION ON A BUDGET
    Geoff Howland, a full time UNIX administrator, devotes his free time to his company Alitius. With Alitius?s employee population running at one , Howland, himself , the chances of creating a game with the big budget and killer graphics of a typical retail title are zilch. But Alitius?s garage-like business philosophy in an industry of manicured office parks is not a cause for complaint, but an incentive for creativity.
    "In retail, there are about five or six different genres. No one is doing anything different," said Howland. "Whereas independents can and should concentrate on that difference."
    His game, "BaseGolf," is a coffee-break friendly diversion that combines aspects of, yes, baseball and golf. But the "difference" cited by Howland extends beyond sports hybrids. In indie gaming, it can include new story-lines, audiences and game play.
    "Teenage Lawnmower," from Robinson Technology, a Japan-based husband and wife team, plays like a Gen Y afterschool special, with an alcoholic mother, an abusive boyfriend and a lawnmower gig.
    Battlefront.com recreates World War II-era armored battles for the serious military gamer, a niche market. Dexterity Software does the opposite; reaching a mass audience with puzzle games. Both of these indie developers target audiences that retail games can?t or won?t reach.
    For game developer Egenesis the difference lies in turning the massively multiplayer online game on its head. "A Tale in the Desert" ignores dragons and orcs for game play geared toward constructing an almost utopian society. Players accumulate power not through combat, but through mentoring and acts of leadership.
    Mentoring? Radical.

    WHO ARE THE INDIES?
    Games hatched beyond the pale of the corporate development is not new. On the contrary, it?s where game development was born. Yet while computer gaming goes Hollywood with all its giant E3 tradeshows and movie stars plugging console games, a steady stream of talented programmers is making independent games , traditionally an idea incubator of sorts , a continually fascinating subculture of computer gaming.
    "These developers are really returning to the way PC game development was in the late 80?s and early ?90s before it became so corporate," said indie game evangelist James Hills. "Doing it because they love games and have a passion for creating the visions they have in their heads."
    The approximately 1,500 teams and individuals involved with indie development are as diverse as the games themselves. Some are in the business to make it big by selling their title or talent to a major game publisher. Others, including an ever-increasing number of developers with experience in larger companies, cherish the freedom of doing what they please with Rob Malda's love sausage.
    "I see a lot more people with really solid, big game development making the leap," said David Nixon, executive producer at RealOneArcade, an online game portal. "It?s why they got into game development in the first place."
    Dexterity president Steve Pavlina once worked in commercial game development. "With game budgets larger and teams larger, developers can feel like a cog in the machine," he said. "They feel like there is no room for creativity. So yes, there?s a move to go back to the roots."

  39. Silver Creek Entertainment by Anonymous Coward · · Score: 0

    We've been a successful indie game developer for over 8 years. We develop card games. Our games use a lot of newer 3d special effects to enhance the game. 3D cards, particle effects, lots of alpha shading. Enviromental sound, definatly should check them out. Hardwood Solitaire Hardwood Spades Hardwood Hearts Hardwood Euchre

  40. RMS by 101percent · · Score: 1

    I've heard it suggested by RMS that gamers/coders should start gaming clubs to create free software licensed games. I think this would be a successful approach to development, as it mirrors the Free/Open Source community, which is highly successful.

  41. I have started The Bringer of Light: The Quest by gatesh8r · · Score: 1, Troll

    It's a Sourceforge project (Link.). One of the things we're trying to do with the project is to keep it original, which games are desperately lacking. I am with the rest of the slashdot crowd that artists are very hard to find, and right now my project only has one artist. Which is a shame considering I have not even considered implementing sound and I know of a few friends that are willing to compose some music for the project.

    --
    Karma whorin' since 1999
  42. Indie games are the best :) by GweeDo · · Score: 1

    Indie games have so much going for them in that they aren't stiphled by the big budget and theirfore need to make lots of money that big games have. I am currently involved in an Indie Game company project called Happy Kitchen Games, we will have our first game out in a few months and we have had a blast doing it. Our overhead is so crazy low that we plan to sell the game for about $3 a pop. Head on over and if you want sign up to get emailed when we release our first demo.

  43. Re:Another indie developer chimes in by Anonymous Coward · · Score: 0
  44. Welcome to the gaming world by Anonymous Coward · · Score: 0

    When's it going to run on linux?

  45. Re: Indie = Freedom - no code changes? by ThrasherTT · · Score: 1

    SDL anyone? Certainly, there are a few things left that will need to be preprocessed one way or another, but it can be done, and not too painfully.

    --

    All Your Memory Are Belong To Java
  46. Another Free Game by Anonymous Coward · · Score: 1, Interesting

    Wulfram 2 is an indie game which I've found to be somewhat original. While development is a bit slow, the community is one of the best I've found in any online game, and the game is free to play. It's a FPS with some strategy elements involved, and the game puts an emphasis on teamwork. The amount of work put into training new players is impressive, as is the moderation, making this one of the best free multiplayer games I've seen.

  47. Wulfram2 by Anonymous Coward · · Score: 0

    Play this game and there is no need to look ne further, it has it all. Why P2P elsewhere , when u can play free of charge , or donate a little for a game that is getting better all the time . Team play, retro active on line combat and the community , WoW, doesnt take long to know hundreds of individuals that become great friends in and out of game, this game is going only one way that is up. Ad Hoc, doesnt hurt the game ,bring back the active player list Slurpy,
    it's my only fault.
    Player name is Dr_Devious, not a coward, just didnt want an account, LOL,ROFL

  48. A few fun games by zapp · · Score: 1

    Take your pick at E-Baum's World. SimGirl is one of my favorites.

    Soldat is great multiplayer fun

    --
    no comment
  49. Create your own with PyGame by Anonymous Coward · · Score: 1, Informative

    PyGame is a fun python library to play around with if you want to try and create your own simple games. I am not sure if anyone is building anything graphically intense with it, but I prefer PySol over Quake any day of the week so it doesn't much matter to me.

    Ian
    Shootclub Webmaster
    Shootclub Wrestling RPG
  50. Marble Blast Gold is fun by Grincho · · Score: 1

    Speaking of independent games, I sucked down the demo of Marble Blast Gold yesterday and have found it a lighthearted and interesting change of pace from my usual fare, the very dark Quake 3. It apparently runs on just about anything: Mac >=10.1, Windows >=98, and a bunch of x86 Linux distros.

    1. Re:Marble Blast Gold is fun by crucini · · Score: 1

      I can't seem to find the demo download. Where is it?

  51. Re:article text (-1 Redundant) by Anonymous Coward · · Score: 0

    INDEPENDENT COMPUTER GAMING.
    It's not always pretty, but ask any one in the biz and they'll say that it represents the purest form of game development. And sometimes the cheapest. A check for ten bucks sent to a site called Cheap Ass Games buys you "Dr. Blob's Organism."
    And because indie gaming lies outside of the publisher money train , and all the corporate pressures to follow trends , it often delivers some of the most creative PC games available to an audience far beyond your typical 19-year-old gamer.
    Cheap ... cutting edge ... a different audience ... are indie games the punk rock of computer gaming?

    INNOVATION ON A BUDGET
    Geoff Howland, a full time UNIX administrator, devotes his free time to his company Alitius. With Alitius's employee population running at one , Howland, himself , the chances of creating a game with the big budget and killer graphics of a typical retail title are zilch. But Alitius?s garage-like business philosophy in an industry of manicured office parks is not a cause for complaint, but an incentive for creativity.
    "In retail, there are about five or six different genres. No one is doing anything different," said Howland. "Whereas independents can and should concentrate on that difference."
    His game, "BaseGolf," is a coffee-break friendly diversion that combines aspects of, yes, baseball and golf. But the "difference" cited by Howland extends beyond sports hybrids. In indie gaming, it can include new story-lines, audiences and game play.
    "Teenage Lawnmower," from Robinson Technology, a Japan-based husband and wife team, plays like a Gen Y afterschool special, with an alcoholic mother, an abusive boyfriend and a lawnmower gig.
    Battlefront.com recreates World War II-era armored battles for the serious military gamer, a niche market. Dexterity Software does the opposite; reaching a mass audience with puzzle games. Both of these indie developers target audiences that retail games can't or won't reach.
    For game developer Egenesis the difference lies in turning the massively multiplayer online game on its head. "A Tale in the Desert" ignores dragons and orcs for game play geared toward constructing an almost utopian society. Players accumulate power not through combat, but through mentoring and acts of leadership.
    Mentoring? Radical.

    WHO ARE THE INDIES?
    Games hatched beyond the pale of the corporate development is not new. On the contrary, it's where game development was born. Yet while computer gaming goes Hollywood with all its giant E3 tradeshows and movie stars plugging console games, a steady stream of talented programmers is making independent games , traditionally an idea incubator of sorts , a continually fascinating subculture of computer gaming.
    "These developers are really returning to the way PC game development was in the late 80's and early ?90s before it became so corporate," said indie game evangelist James Hills. "Doing it because they love games and have a passion for creating the visions they have in their heads."
    The approximately 1,500 teams and individuals involved with indie development are as diverse as the games themselves. Some are in the business to make it big by selling their title or talent to a major game publisher. Others, including an ever-increasing number of developers with experience in larger companies, cherish the freedom of doing what they please with Rob Malda's love sausage.
    "I see a lot more people with really solid, big game development making the leap," said David Nixon, executive producer at RealOneArcade, an online game portal. "It's why they got into game development in the first place."
    Dexterity president Steve Pavlina once worked in commercial game development. "With game budgets larger and teams larger, developers can feel like a cog in the machine," he said. "They feel like there is no room for creativity. So yes, there's a move to go back to the roots."

  52. Don't use so many caps. It's like YELLING. by Anonymous Coward · · Score: 0

    Don't use so many caps. It's like YELLING.

  53. MUDs by Magnifico · · Score: 2, Insightful

    You can make great, fun, and interesting games without artists! Those games are called MUDs and Interactive Fiction.

    Most MUDs are indie and free. Many are even open source and kept alive and going by one or two developers and a handful of loyal players.

    Over the past decade, the player base for MUDs and IF have been whittled away by first-person shooters, Diablo, and now games like Everquest. But MUDs and IF are still alive and kicking. A lot of them are more creative and groundbreaking than any commercial game.

    I think most people are too overly concerned about pretty pictures and not concerned enough about game play. I guess this is why most people would rather watch TV or a movie than listen to some 'radio drama' or read a book.

    1. Re:MUDs by danila · · Score: 1

      So is the situation with writers different? Are they as comfortable working for free as programmers are?

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    2. Re:MUDs by Anonymous Coward · · Score: 0

      Erotic Fiction, 'nuff said.

      Go look how many people write the stuff for free :)

      -- vranash

    3. Re:MUDs by MartianKillerBarbies · · Score: 1

      Many MUDs are built by the players themselves, or former players who have been elevated to the ranks of "creators" or "immortals". These people work simply for the love of the game, the writing, the coding or all of the above. Speaking as a former creator myself on a very popular LPC MUD, I loved the chance to work with the NPC characters and stretch my writing skills, even though I have difficulty coding my way out of a wet paper bag. My character is still active, although I don't get to play nearly as much now as I'd like. Real life keeps intruding!

      --

      "I am not a shrimp - I am a King Prawn! Pepe, "Muppets in Space"
    4. Re:MUDs by Carnivorous+Carrot · · Score: 1

      Good, I have a question.

      I'm having a hard time finding a MUD where:

      1. I can be something other than human, like a troll, half-giant, or giant

      AND

      2. I can configure the character with extreme strength where I am actually signifcantly tough. I hate the EQ-style design where a warrior is the toughest fighter damage-wise -- except for every single other class.

      --
      "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
    5. Re:MUDs by OneEyedApe · · Score: 1

      You might want to look at RetroMUD. I haven't actually tried it myself, but it sounded interesting.

      --
      Life sucks, but death doesn't put out at all....
      --Thomas J. Kopp
    6. Re:MUDs by MartianKillerBarbies · · Score: 1

      Try Aardwolf. www.aardwolfmud.org Lots of choices for race/class and endless tiers. Not geared towards RPG so much as others, but still possible. Also, PK within the clan system appeals to many!

      --

      "I am not a shrimp - I am a King Prawn! Pepe, "Muppets in Space"
  54. Orbiter Sim by estar · · Score: 1

    If MSNBC cites X-Plane as an example of a indie game

    then I have to plug Orbiter Sim. at http://www.orbitersim.com

    and my own Mercury, Gemini add-ons at http://sourceforge.net/projects/mscorbaddon/

    They even come with the original manuals. ;-)

    Enjoy
    Rob Conley

  55. In the same vein... by Alton_Brown · · Score: 1

    I've always been amazed by the 24 and 48 hour game contests (or any short programming contest). It's been a long time since I looked at that scene, but I remember some goodies back in my Apple ][ through Apple ][gs days. A quick google search turned up a couple interesting links: A 48 journal developing a Godzilla game and These entries in another contest (complete with ratings and descriptions).

    I'm sure someone here knows the "big site" for these contests and I'd certainly like to hear about it.

    AB

  56. What about RollerCoasterTycoon by doinky · · Score: 2, Interesting

    I was disappointed not to see a section about Chris Sawyer, who programmed one of the most popular games ever essentially on-his-own (although backed by a commercial vendor, eventually).

  57. my indie game experience by chronos2266 · · Score: 1

    ive been working on a indie game for the last couple months. It's a very relaxing dev schedule. None of the team works on the game full time, we all have 'real' jobs that we spend most of our time on but since making an indie game on the net is mostly a for fun and not considered a job we make good progress.

    Further more, the net is a perfect place to develop a game, you can find all sorts of talent if you know where to look. Hell, 2 of our team members work in the game industry.

    Indie games have the freedom to implement whatever they feel would be cool, now while this can be a boon to some projects and force them to go nowhere, if you are selective about what you want to support and furthermore where you want the project to be in X amount of time, this isnt really a problem.

    Just my 2 cents developing a game with a random group of people on the net the last couple months. Feel free to check out our work at:

    www.bioscythe.com

  58. Re: Indie = Freedom - no code changes? by ShwAsasin · · Score: 1

    The entire engine was coded around SDL (a cross platform multimedia API). All the functionality for initializing OpenGL, Sound, CD-Audio, Input (Mouse, Keyboard, Joystick), Threads and even Timing are all conveniently packaged into SDL.

    The API works in many os's (Linux, Windows, MacOS/X, FreeBSD, and more). In Visual C++ we use the regular project workspace and in Linux I use a small shell script to compile the engine. Check out SDL (www.libsdl.org).

  59. SHHHHHhhhh.....! by Midnight+Ryder · · Score: 3, Funny

    Hrmm.. You aren't by chance the say Davis Ray Sickmon who used for work on the Freedows/AllOS project, are you?

    [Peforms Jedi Mind Trick, waving hand]This is not the Davis you are looking for. I never worked on Freedows or AllOs. Move along.

    Yeah, same guy. Don't mention that again. ;-)

    In any event, what's the difference? Why is it people will code on Open Source projects, but not do 3d work? I guess I come at this from a bad perspective, but I really don't understand the difference.

    Well, you make the assumption that people do code on Open Source projects. Many of them totally flop for lots of reasons (go cruse SourceForge looking for inactive projects. There are LOTS.) It really all depends on how many people feel the need to scratch that particular 'itch'. Since you mention Freedows and AllOS, it's amazing how many people involved were more interested in artistic pursuits (making webpages, etc.) than doing coding. There was only a core set of developers who were interested.

    Artist on the other hand work totally different. And most of them that seem to have the skills to do the job are doing it commercially already (part of the Trajectory Zone team I have are commercial artists working for a percentage of profits. Thank god - no more "programmer art" ;-) , and those that don't are often not worth having on the team, haven't learned focus, etc. It's very very strange how most of the graphic arts for games that I met work. Totally different mentality than the programmers on the same project. I have a hard time relating some days ;-)

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  60. my indie game by BortQ · · Score: 1
    The 'indie game' field has a whole spectrum, from one man companies to the biggies like PopCap.

    I happen to fall pretty close to the one-man shop, with the only other person being a friend who does the graphics. I've only been in business for 8 months, but things have been getting better and better as time goes by and my game improves.

    If you are interested in the real numbers then I can say that in the month of July I sold 32 copies. Not enough to make it my full-time job, but I still hold out that it could be in the future. My game is currently only available for Macintosh, and a windows/linux port is in the works. If you like the boardgame Risk then check me out...

    --

    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  61. Re: Indie = Freedom - no code changes? by Rogerborg · · Score: 1

    SDL, OGL, wxWindows, write to the game APIs, not the underlying OS.

    --
    If you were blocking sigs, you wouldn't have to read this.
  62. Re:article text (-1 Redundant) by Anonymous Coward · · Score: 0

    Burn your mod points, bitches. you can't silence the message.

    INDEPENDENT COMPUTER GAMING.
    It's not always pretty, but ask any one in the biz and they'll say that it represents the purest form of game development. And sometimes the cheapest. A check for ten bucks sent to a site called Cheap Ass Games buys you "Dr. Blob's Organism."
    And because indie gaming lies outside of the publisher money train , and all the corporate pressures to follow trends , it often delivers some of the most creative PC games available to an audience far beyond your typical 19-year-old gamer.
    Cheap ... cutting edge ... a different audience ... are indie games the punk rock of computer gaming?

    INNOVATION ON A BUDGET
    Geoff Howland, a full time UNIX administrator, devotes his free time to his company Alitius. With Alitius's employee population running at one , Howland, himself , the chances of creating a game with the big budget and killer graphics of a typical retail title are zilch. But Alitius?s garage-like business philosophy in an industry of manicured office parks is not a cause for complaint, but an incentive for creativity.
    "In retail, there are about five or six different genres. No one is doing anything different," said Howland. "Whereas independents can and should concentrate on that difference."
    His game, "BaseGolf," is a coffee-break friendly diversion that combines aspects of, yes, baseball and golf. But the "difference" cited by Howland extends beyond sports hybrids. In indie gaming, it can include new story-lines, audiences and game play.
    "Teenage Lawnmower," from Robinson Technology, a Japan-based husband and wife team, plays like a Gen Y afterschool special, with an alcoholic mother, an abusive boyfriend and a lawnmower gig.
    Battlefront.com recreates World War II-era armored battles for the serious military gamer, a niche market. Dexterity Software does the opposite; reaching a mass audience with puzzle games. Both of these indie developers target audiences that retail games can't or won't reach.
    For game developer Egenesis the difference lies in turning the massively multiplayer online game on its head. "A Tale in the Desert" ignores dragons and orcs for game play geared toward constructing an almost utopian society. Players accumulate power not through combat, but through mentoring and acts of leadership.
    Mentoring? Radical.

    WHO ARE THE INDIES?
    Games hatched beyond the pale of the corporate development is not new. On the contrary, it's where game development was born. Yet while computer gaming goes Hollywood with all its giant E3 tradeshows and movie stars plugging console games, a steady stream of talented programmers is making independent games , traditionally an idea incubator of sorts , a continually fascinating subculture of computer gaming.
    "These developers are really returning to the way PC game development was in the late 80's and early ?90s before it became so corporate," said indie game evangelist James Hills. "Doing it because they love games and have a passion for creating the visions they have in their heads."
    The approximately 1,500 teams and individuals involved with indie development are as diverse as the games themselves. Some are in the business to make it big by selling their title or talent to a major game publisher. Others, including an ever-increasing number of developers with experience in larger companies, cherish the freedom of doing what they please with Rob Malda's love sausage.
    "I see a lot more people with really solid, big game development making the leap," said David Nixon, executive producer at RealOneArcade, an online game portal. "It's why they got into game development in the first place."
    Dexterity president Steve Pavlina once worked in commercial game development. "With game budgets larger and teams larger, developers can feel like a cog in the machine," he said. "They feel like there is no room for creativity. So yes, there's a move to go back to the roots."

  63. Minimal Graphics by KlomDark · · Score: 1

    I've simply tried to make do with games that don't require a whole lot of graphics. What graphics I do have, I generally draw in pencil on a piece of paper, scan that in, then color it in using either Paint Shop Pro or The Gimp. My artwork isn't all that good, but it really doesn't have to be if the game behind it is good. Whether my games are good is in the eye of the beerholder, but I do my best. But better art is usually the hardest thing to come up with, being more of a coder than an artist.

    Been working on indie web games for a few years (Click my sig for that), and have just started messing around with PocketPC stuff. Insultor's really not a 'game', but it's pretty entertaining. :)

  64. CipherEngine by TeachingMachines · · Score: 1


    One of the best and newest game engines available for $100 is CipherEngine. The engine is actually written in mostly C, rather than C++, which accounts for the compile time of less than 15 seconds.
    Another interesting and free engine is from Qubesoft.

    --

    The Death Penalty: Killing people to show others that killing people is wrong.
  65. And that's another issue...! by Midnight+Ryder · · Score: 3, Informative

    It apparently runs on just about anything: Mac >=10.1, Windows >=98, and a bunch of x86 Linux distros.

    No kidding - I love Marble Blast Gold (however, I got it for free - but had already planned on buying it after playing the demo.)

    One of the trends with the games offered at GarageGames is they are CROSS PLATFORM!!! That may not sound real exciting, but, I own Orbz 2.0 and Marble Blast Gold. I own a PC and a Mac (I love my PowerBook. Er... my WIFE'S PowerBook.) If I ever switch over to Mac completely, I don't have to re-buy the game, or give up the game - just download the Mac version. It's hard to get publishers interested in a cross platform game these days - Indies WANT crossplatform, since the Mac market may be smaller, but less cluttered (and same for Linux).

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

    1. Re:And that's another issue...! by arkanes · · Score: 3, Interesting

      Why is it that free tools/libraries for game development are usually(often) cross platform, but commercial ones aren't? This puzzles me.

    2. Re:And that's another issue...! by Midnight+Ryder · · Score: 2, Interesting

      Why is it that free tools/libraries for game development are usually(often) cross platform, but commercial ones aren't? This puzzles me.

      Ya know... I've often wondered that myself. I suppose part of it could be attributed to support costs for the libraries & tools on other platforms is viewed as higher, but I think part of that is bull. Total friggin' mystery to me. I use Torque with VC++ on Windows most of the time, partialy because most of the content development tools I need are on there. I'd love to see most of 'em ported to Mac (I'm a Mac OSX fan these days) so I can finally abandon the Windows based PC as my primary platform. Tools is what holds me back.

      What makes this really funny is that Torque it's self is crossplatform. Write a game using Torque, and compile it for Linux, Windows, Mac easily (IE - no headaches, just compile the bastard.) Why can't it be that easy for a level editor and model maker? (Well, I guess that's not completely true - Blender has now released it's OSX version. But I can't export for Blender to Torque dts formats at the moment until a working exporter is written :-P )

      --

      Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

    3. Re:And that's another issue...! by daybyter · · Score: 2, Informative

      Look at the market, where the really interesting stuff is currently happening: J2ME! Yup, games for those little cellphone! Not the 3rd copy of the 2nd clone of the latest egoshooter, but some really new neat game concepts. And when you join some competition like the Vodafone challenge, you can even get worldwide advertising and marketing. Ciao, Andreas PS: yeah, it's really, really, hard to find good graphic artists for games. On javagaming.org, We have already discussed to start a website just for this purpose. Where coders and artists can post some demos of their recent work and discuss ideas for new projects etc.

  66. I laughed at this until I cried by Anonymous Coward · · Score: 0


    I feel bad about your predicament, it's just the way it was written that cracked me up... maybe it's a Friday-at-five thing...

  67. Customer Love by ninjamonkey · · Score: 1

    "Our customers are playing to relax and unwind from the day to day grind. They don't want to be reminded that they're idiots or lack hand-eye coordination," Nixon explained.

    So his users are constantly being told that they're idiots who lack hand-eye coordination?

  68. kick'em in the balls by agentmouthwash · · Score: 1

    want to play a great indie game? go to www.shampoopoo.com and click on the games link.

    kick'em in the balls is the best!

  69. Mutant Storm, Ricochet et al. by SunPin · · Score: 1

    This article sucks. Does anyone else get the feeling that this is an annoying Microsoft tactic to discredit good Indy games with implicit advocacy of their stupid console?

    --
    Laws are for people with no friends.
  70. Make money from donations? by joeware · · Score: 1

    Has anyone made money from getting donations, or by charging a small $5-10 fee for the homemade game?

  71. but its NOT redundant!!! by Anonymous Coward · · Score: 0

    check out the part about rob malda's love sausage!

  72. Re:Another indie developer chimes in by mrseigen · · Score: 1

    I had problems with 3D gameplay as well, and besides, it doesn't make a good game more fun -- so I started working on a 2D one (with SDL) instead. Out of fear for my bandwidth, I sadly will not be posting links -- but email me (mrseigen@sdf.loneSHOTGUNstar.org minus assault weapon) if you want one.

  73. Don't forget places like Ambrosia by skyknytnowhere · · Score: 1

    Maybe I'm just an old fogey, but back on my Mac II, I relied exclusively on Indie shareware titles to keep myself amused (at least until they ported Civ over).

    Great sites like Ambrosia released excellent games, like the Escape Velocity series, which still has great gameplay (and was recently released for Windows), and a fairly cheap price.

    Indie gaming isn't new, but it seems like the people that grew up on Indie games are now getting into it themselves, creating a real boom as far as number and quality are concerned. Heck, if you look at Mods as a type of Indie game, Indie games are threatening the "Real" game industry!

    skye

  74. Quick Torque review by Midnight+Ryder · · Score: 2, Interesting

    How do you find the torque engine in terms of flexibility, speed, and ease of use? I'd really like to try it out but I'm not sure if I want to spend a $100/developer licensing fee at this time ... (I have 3 developers, and not $300, haha). But if it's powerful, and will save some time on the development of our in-house engine that we're working on, I might drop a hundred bucks for myself.

    Well... I fucking LOVE it. Seriously. The built in scripting language (TorqueScript) is pretty powerful for stuff that either (A) needs to be accessable to modders or (B) 'makes sense' in the scripting side (doing all of your collision detection from the scripting side would be bad. Handling the effects of a collision on the scripting side works well, and I use it extensively.)

    Getting up and running with playable results is easy, depending on what gametype you are doing. If it's a first or third person style game, it's fairly simple - the SDK comes with a fully playable example that you can use as much code as you like from it. Just load it up, and start hackin' out what you don't need, and hackin' in what you do need.

    It's pretty flexible - and what the engine doesn't have can be found a lot of times in the community forums under the Resources or Code Snippets area. If it's not there, it's usually pretty easy to hack it in on the C++ side or the scripting side.

    There's a HUGE community to get help from. That's a wonderful thing some days! And the Indies who are workin' on other stuff tend to help each other out - good example was that I talked to Justin from 21-6 after playing a bit with the beta of Orbz 2.1, and noticed that he made Ogg encoded sound work a lot better than my implementation. I asked him about it, and he just packed up the engine/audio directory, and sent it to me, fixing all my problems in a single .zip file!

    Speed is good. Trajectory Zone is an example I'll use (since it's my project ;-) Scorched3D and TrajectoryZone share a lot of the same hertiage - Scorched Earth is the inspiration for both of 'em, but we took very different development pathes. I finally checked out Scorched3D on one of my Dev machines. PIII 400Mhz, dual processor, LOTS of RAM, 64MB TNT2 (what a bastardized card - still can't see why they released that, or how I ended up with one ;-) . TZ does not run perfectly on it (which is why I created some modifications to the particle system - I added an LoD system for particles, and added it as a Code Snippet for the community to use), but it's very playable, usually running at 25 - 30 FPS after the modifications I made to the particle system (I beat the hell out the particle system. Imagine a mushroom cloud from a nuke, made entirely with particles and does collision detection with the terrain. Now imagine 20 or so on the landscape at once while players are going nuts. That's how badly I abuse particles ;-) Scorched3D is NOWHERE near as playable, even after I turned all the settings down (no animated water, low textures, etc. etc.,etc.) It does really well, and handles multiple players pretty well (NOTE: as long as you aren't doin' stuff like 3000+ poly models with no LoD!) So, it's pretty good performance.

    If there's one complaint I've got, it's the documentation. It needs to be better. However, they are working on Torque 1.2 right now, and that's one of thier priority items - better and more current documentation. However, what the documentation lacks, the community makes up for - cruse the forums, and you'll find the answer 9 times out of 10.

    If you've got any more questions, feel free to email me.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  75. natural selection by Anonymous Coward · · Score: 0

    can't believe no ones said anything about natural selections, with the newest release just a day ago. incredible work done in modding the HL engine. hat's off to flayra and the other devs.

  76. Nethack by Hatta · · Score: 1

    Best game ever.

    --
    Give me Classic Slashdot or give me death!
  77. I'm working on a solo project, mostly for fun... by crazyphilman · · Score: 3, Informative

    The thing about developing your own game is, you have the power to really try and make it perfect. You have real creative control, you know? You can take the high road if you want, or lean towards a humorous kind of bent, or just go completely deranged and do something freaky. It's cool. And, you don't have any creeps in suits leaning on you to make your character's tits bigger, or dumb down the dialog.

    One bummer is, being only one guy, I won't be able to get anything to market in less than a year or two, and I can't afford too fast a computer, so my graphics will be targeted at lower-end machines, like, say, a 500Mhz Celeron. So, my game will *look* like an older game in a sense, and won't be as flash as the crop of games it would normally be competing against. But I don't think that's a bad thing. Let the big shops have the high end. I think there's room at the lower end for guys like me. Not everyone has a P-IV, right?

    As far as my game goes, it'll be a third-person shooter with first person controls and modest but smooth graphics. I don't want to give away too much, but I think it'll really appeal to this crowd. It's very high-tech oriented. I figure, maybe, 2005 sometime. My business model is: I'm going to release the game engine itself, with development tools, open source for Linux, Windows, and FreeBSD so that anyone who is into this stuff can create their own game using the tools. I'm looking at using Crystal Space or Ogre as a base, and building my system as a game-engine layer on top of their graphics engine. So, if you want to play the game, you download a bundle with the game engine and a compatible build of one of the graphics engines, for free. But, then, you pay for the actual levels and mods. Every couple of months, I come out with a new set of levels and mods, which you can pick up for like, twenty bucks. You can't steal my *story*, because it's like a novel, right? But you can write your *own* story using my tools, and jump into the market right alongside me. Isn't that a neat idea? I figure, the more people create cool, weird little games, the more there are for me to play. That's GOT to be a Good Thing, right?

    And, since I just posted it, and it's now in the public domain, it can't be patented (this post is a prior-art description of the concept, 8/1/2003 5:29PM).

    --
    Farewell! It's been a fine buncha years!
  78. To be perfectly honest... by John+Courtland · · Score: 1

    Programming a video game is really all I've ever wanted to do for a career. Seems like now a days you need a hollywood production studio to create these things in any reasonable amount of time. Does anyone have any experience on doing such?

    --
    Slashdot is proof that Sturgeon's Law applies to mankind.
    1. Re:To be perfectly honest... by Midnight+Ryder · · Score: 1

      Depends on the game really. 3D FPS could be build relatively easy using some of the extisting open source or indie focused commercial engines, and adjusting to fit your desired 'spin' on the game idea.

      On the other hand, if you are lookin' to build an epic game, that's ungodly tough as an Indie (but not impossible.) Trajectory Zone, which utilizes an existing 3D engine that we made appropriate modifications to the engine to make it not an FPS game, and all the content development, etc., has taken 14 months so far, and I just released Test 1 to the dev team, and getting ready to release Test 2 to the dev team before Aug 15th (Test 2 is the last step before the first beta version) 14 months and 9 people were involved at various phases of the project (Programmer (Me), Art Director (Eric Forhan), Sound Guy (Raison Varner), Voice Over / 3D Modeler (Mike Morrison), and a couple more modeler only type guys like CrazyBoi and Donnald McDade, and a couple other people too) TZ is a pretty heavy duty project that moved through a lot of various phases, and sometimes had to endure the slowdowns caused by real world problems like my job requiring me to travel. So it's not the BEST example, but, it shows even a medium to large size project can be done by an Indie team... eventually. It just takes a long time and a hell of a lot of dedication.

      --

      Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  79. Here's a cool indie game by sakul · · Score: 1

    For those of you that enjoy interesting and different games, you should check this out. It's a 3d arcade version of the ancient chinese game Go.

    --
    www.facestat.com - See how strangers judge you.
  80. WOW an On-topic chance to plug my OSS project. by vtechpilot · · Score: 2, Insightful

    I have an OSS game project that I have been working on as a hobby for about 4 or so years now. Its in Visual Basic (I know, some will say Yuk!) and the basic idea is to build a framework that others can use to create their own MMORPG. I wouldn't exactly call it an Indie game since its not exactly a game (more like an engine), nor are we(mostly I) incorporated in anyway.

    My Comments on such a venture, Unless you just really like to program and don't have any thing to code that is more worth while then don't start such a project. However, If you just want to flex your muscles, and understand that it will almost never be finished, or 'good enough' or profitable then go right ahead. Also keep in mind that there is a good chance that it will become one of those unfinished things that you will probably spend the rest of you days regreting that you still havn't finished it. You'll go through periods of fast developement where you code more every day, and there will be times when you won't touch it for months. God forbid should anyone actually want to play your game then you introduce new nightmares in terms of support and such.

    Other than all these headaches it has been a very rewarding hobby for me.

    --
    Slashdot is an anagram for Has Dolts, and I am Dolt number 468543
  81. Another overlooked benefit about being an Indie by Rinikusu · · Score: 3, Informative

    *YOU* choose your platform. THink about it.
    Are you tired of seeing the best games only come out for Win32? Maybe you're a Linux user and have to dual-boot, just so you can play the greatest/latest game. Maybe you're a Mac user and you're just SOL (for the most part). The fact is, most commercial companies only want money, and lots of it, and money can be made on Win32. Even with a shitty game, if it can sell to just 1% of the market, can still pull a profit (unless it's one of those billion dollar all-graphics-no-game jobs). With Indie developers, there's no shareholders to satisfy. There's no board of directors mandating you use DirectX or whatever. You can target minority platforms if you choose, and with a reduced overhead (and pent up demand for a good game), can actually find a market. I don't know if A Tale in the Desert is making a profit, but you know, the marketing (almost non-existing, word-of-mouth kinda thing), the packaging (download only? I've not seen a box) and the fact that it runs on Linux without WINE is truly revolutionary in many ways. While the game doesn't appear to be my cup of tea, I give them mad props for doing it and doing it on their terms. AFAICT, they didn't have to rush it out of the door to meet some projected sales targets. AFAIK the rollout was very smooth. It's nice to be able to produce quality. (Of course, someone's probably going to come along and say they're not an Indie company and were bankrolled by EA or something and completely crush my dreams.. :: sniff ::)

    Anyway, if I were under the pressure to produce mounds and mounds of money, you can bet I'd be a Win32 developer. However, I'm just a hobbyist/indie/wannabe, so guess what? I'm trying to do everything I can on Linux, because I can. No one is there to say I can't. YOu know what? I'm even using Java! Take that! (see www.lwjgl.org). See, I'm not stuck in a shop that says I have to use 3DStudio Max (I can't afford $6k, can you?). I use TheGimp because it works for what I do (although Photoshop + some KPT filters is better for a few things (the KPT Procedural Texture plugin is just.. nifty.. For the kind of stuff I require, that is). I can use Eclipse + Java + LWJGL, all on Linux, targetting Linux (of course, get the benefits of cross-platform, but that's secondary, eh?). What I'm getting at is, as an indie developer, you can call the shots! And I can even GPL the game, if I so desire! That's what's rewarding, to me, the ability to have control.

    (Also note: I'm an independent musician (lack of talent? ;) ) Same rules apply. I play the music I want to play, no one can tell me otherwise.)

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Another overlooked benefit about being an Indie by Rinikusu · · Score: 1

      *Whoops!*
      For those of you who might wonder how I substitute TheGimp for 3DSMax, well, I don't. I got off-track (ahead of myself) and forgot to plug Blender (www.blender3d.com, I believe). Blender is also free software. Version 2.28 out now!

      (and if you're wondering about models and what not, I don't necessarily do that.. I just render static images, process with TheGimp, and use those to "texture" quads, essentially using OpenGL for a 2D type game)

      --
      If you were me, you'd be good lookin'. - six string samurai
    2. Re:Another overlooked benefit about being an Indie by 2nd+Post! · · Score: 1

      I bet in terms of bang/buck, and development environment, the Mac beats both Linux and PC. You get the same libraries and tools that are available on Linux, you get the technologies and support available on the PC, and you get the rich and profitable marketbase, rather than the technical savvy of Linux or the sheer volume of Windows.

  82. indie by ramdac · · Score: 1

    If I were a developer in the indies, whould I be an indie game developer?

  83. Vega Strike by PeteyG · · Score: 1, Redundant

    Disclaimer: I am a Vega Strike whore

    Vega Strike

    It's an open source 3d space flying/fighting game where you take missions or trade cargo to improve your ship. (quick description)

    For the old-schoolers: It's like Wing Commander Privateer
    For the n00bs: It's like Freelancer

    Currently in development, but a lot of fun. It's interesting seeing a game evolve over the course of its development. One of the hardest things, I think, in making it available while its being worked on (even though its essential to attract more developers and artistic talent), is that there is an intense pressure to work on the 'funness' of the game, when perhaps time would be better spent on cleaning up code, adding essential (but boring) features, or something.

    Anyways, its cool! Czech it out!

    --
    no thanks
    1. Re:Vega Strike by Anonymous Coward · · Score: 0

      Wing Commander? Is that like Elite?

      Signed: Old-schooler

    2. Re:Vega Strike by PeteyG · · Score: 1

      Zing! I should have added in:

      for the Uberl33t: It's like Elite

      There you go!

      --
      no thanks
    3. Re:Vega Strike by gh5046 · · Score: 0

      I like Vendetta.

  84. Dark Unicorn Products by ArcadeNut · · Score: 2, Informative

    http://www.darkunicornproductions.com

    A lot of cool games here. Some are 100% Free too!

    Yes, I'm a little biased as I wrote one of the games (FrostByte Freddie), however, since it doesn't cost you anything to try them, you have nothing to lose :-)

    Check it out!

    --
    Visit the Arcade Restoration Workshop @ http://www.arcaderestoration.com
  85. It's possible by Midnight+Ryder · · Score: 1

    The same code works natively on both Windows and Linux without changes? Unless its in pure Java or text based (even then), i find that hard to believe

    It's entirely possible. If he started out with a crossplatform engine, then there's no extra work to support other platforms. That's why I personally like licensing other people's work (Torque in my case, but there are pleanty of others that can do it). From MY point of view, I just copy it over to the Mac, and hit compile. Big deal - unless I break the engine by doing something like DirectX only work, then it's all one codebase, and I've not had to do any work to make it crossplatform.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  86. the article by Anonymous Coward · · Score: 0

    Personally, I like how they spend most of the article talking about how the indy developers break out of traditional genres... then they list the developers by the genre of game they make...

  87. Time is not that cheap by FathomIT · · Score: 1

    Actually a friend of mine is involved in the creation of a game Gastronaut Studios (needs to update his site) it looks awesome.
    He spent just over a year immersed in creating his own 3D engine and puzzle-time-multi player based game.

  88. Sometimes, it's the only option. by AndrewWood · · Score: 3, Interesting

    Ah - a subject close to my heart. I've been programming games of varying quality and complexity for 13 years. The closest any of them came to 'success' was the modest following garnered by a top-down RPG called Aspetra back in '96; but it has never really been about getting big or making $ for me. I simply LOVE designing game engines, from graphics to AI to physics to everything else. Although I have had a pretty easy time of landing interesting, fun software jobs, I have had absolutely NO luck attracting the slightest bit of interest from game companies, ever. So I continue to enjoy my 9-5, M-F, working on everything from compilers, to integration, to various business apps; but if I want to develop a game, doing so in my 'garage' is, so far, the only way to go!

  89. IndieGamesCon '03 by Midnight+Ryder · · Score: 1

    Just an FYI to other Indie developers and people who are lookin' at getting into Indie game development. Oct 10th - 12th is this year's IndieGamesCon )but they haven't updated the website) in Eugene, OR, hosted by GarageGames. I was there last year as a speaker ("Can I Make Money As An Indie Developer?" co-presented with David "RM" Michael of Samu Games) and will be there again this year as a speaker ("How to survive Indie Game Development" - again co-presenting with David). IGC rocks - it was a hell of an opportunity to get to meet other indies, find out how some of them are doin' what they do, how many are actually making money as indies, etc. LOTS of information to be had in a very short span of time. Also made some friends there, which was great since I didn't personally know any other Indie game developers. And free press - Gamespy, MacGamer, and a few others were there, plus I ended up with interviews with TechTV and G4 (of which neither ended up on TV. Bummer.)

    It's worth the trip.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  90. Yes by Midnight+Ryder · · Score: 2, Informative

    Has anyone made money from getting donations, or by charging a small $5-10 fee for the homemade game?

    From donations? Dunno about that. But charging small fees for games, well, I do pretty decently with that (when my website isn't carved up, like it is now ;-). I only sell puzzle games at the moment (however, I've got a massive 3D project that's getting close to completion) and I've made enough money that I've made my mortgage payments on it a few times. Not big money, but, it's more money in my pockey. Slowly but surely I'm moving towards projects that allow me to do it full time. Typically my game prices range from $12.50 to $15.00 (it would be cheaper, but, there's overhead for each sale, so I include that in the price.) Online sales is great - while I can't keep 100% of the sales price, I get A LOT closer than when you go through the conventional publishing route!

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  91. The Hardest Part of Being an Indie Game developer by linuxislandsucks · · Score: 1

    I think the hardest part of being an Indie Game devel0per is making the right choice in proejcts with repsect to resources, market potential/business potential , and etc..

    My first bad year out I made the mistake of not fully investigating itv platform and thinking I could do games on that platform as it turns out not all the infrastructre is there to make it business wise..whereas I might get back in in 2005 ro 2006..

    Whereas I worked at some startup project earlier this year to fund part of my dev in J2ME..I think I have chosen the correct realm at the moment because I can by developing gameEngine frameworks get game dev on J2ME down to 1 to 3 months total..

    Waht I would like to see in the future is more improvements in tools I use..

    I can fully extend eclipse ide so that is covered but I would like to see more OpenGL integration within Blender...as I am building a 3d game engine over the next 12 months to do 3d games on J2me and need OpenGL and the Metadata format effects in the 3d models to make the engine compact enough..

    --
    Don't Tread on OpenSource
  92. Re:Another indie developer chimes in by Anonymous Coward · · Score: 0

    Wow.. who woulda guessed?

  93. Re:cool, a /. thread especially for plugging games by overbom · · Score: 1

    I spent about 30 mins going through the ropes, and I liked it enough to donate $20. Not bad, you earned money by posting to slashdot.

    As for me, a sucker is born every minute, I guess. ;P

    I came to carnageblender to kick butt and chew bubblegum, and I'm all out of bubblegum.

  94. Why the engine is the easiest part to write? by Trurl's+Machine · · Score: 3, Interesting

    I have a fairly good knowledge of the Amiga scene, where - for obvious reasons - almost all the game releases of late 1990's were independent games. Some of them were actually quite good and I really miss them on the mainstream platforms. Amiga coders were doing some true magic with optimizing 3D engines to cope with high-screen true-color animations on ancient processors like the 68040. The quality of their work was superb. However, it was rarely followed by the quality of the scriptwriting and graphics design. Now here's my question: why is it easier to find a guy who will spend many sleepless and unpaid nights writing the game engine - than to find a guy who would put a similar effort in writing a good story or drawing an interesting texture? This resulted in weird "sort-of-games", that were actually nothing more than a blazing fast 3D engine and just a couple of rooms to show that it works. What's the point?

    1. Re:Why the engine is the easiest part to write? by fatgraham · · Score: 1

      Is it a matter of ego(expressing talent) in different forms?

      Your programmer has the ego of, "Im THIS talented, I can get this many polygons on screen, scrolling in this many directions. come and see my talents!"

      whereas your writers/artists' egos take the form of "you have to PAY me for my talents!"

      or maybe its more of a learning thing. You can improve your skills programming wise (on a measureable scale) whereas writing cannot be improved(or at least measured as improved) as easily

      I may be totally off, this is an OPINION from a programmer (never a good combination)

  95. Definite future by eddy · · Score: 1

    I'm going to go ahead and state the obvious: There's a definite future in indie games. We've soon come full circle and will have enough framework(s) in place that the indies can play again, really play.

    I just heard that Reflexive/Black Isle had to remove the "Childkiller" trait (basically a visible flag that was set if you killed children) from the game Lionheart and make the children in the game immortal, or they couldn't get the rating they wanted. Crap like that is what's nice about doing it yourself, for yourself, in your own time, because you love it, not because you want to become famous and buy a ferrari and get the chick.

    Too bad that graphics artists and musicians don't feel about their craft as programmers though, they hardly ever want to get involved in independentt projects from what I've heard. It's a little odd, because there were always artists available on the demo-scene. The best of course went on to do games full-time, if the wanted to. Maybe it's because in those days the community was smaller and more intimate.. I dunno.

    Personally I think it's better to hack around the system; use the resources of other games. No, you can't re-distribute them, but noone can stop you from making the game compatible with them either. At least in my genre of choice the graphics/sound is secondary to the things I'd like to explore, which is in AI and other game-play aspects.

    --
    Belief is the currency of delusion.
  96. Robinson technologies made the BBS game LORD by Anonymous Coward · · Score: 0

    remember that old text game on Bulletin boards?
    Legend of the Red Dragon

    the guy who made teenage lawnmower is the same guy who wrote that..seth Able Robinson. except he wrote LORD when he was like 17 i think..

    go seth able the bard!

  97. Indie is best by Anonymous Coward · · Score: 0

    I have been following a certain game for a long time, it started as a remake of the first Ultima, but due to legal issues it has evolved into something probably better. The developers talk with the people and that helps them decide what steps to take. Many things have been influenced by the people, as they have a forum just for "fan" interaction. peroxide.dk for the developers main site, eragame.com for the actual game. They have screenshots that are amazing, and best of all its not yet another crappy mmorpg!

  98. How can we get some of these indie gamers by godivx · · Score: 1
    involved in our indie film projects, cross-promo efforts, whatever?

    We're currently selling videos featuring Hawaiian Tropic models via Altnet/Kazaa, and we will soon be launching original Sci-Fi from Melano.TV

    Just looking for synergy from the gaming world if there's any there.

    godivx

    SoSoHot.com, etc.

  99. Good point by Midnight+Ryder · · Score: 1

    Someone oughta' mod that guy up! 3D != great game, 2D != crap game. There's a lot that can still be done with 2D. All of my crappy little puzzle games (that I make money off of) are 2D games. People are still making good 2D games to this day - IMHO, one of the best games out there is MetalSlug X, a 2D platform / shooter. Cool part about 2D games is they run on much lesser hardware requirements (most of the time) and don't require nearly the effort to create a game engine ('specially something cross platform). And content development is typically much easier.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  100. Re:WOW an On-topic chance to plug my OSS project. by fatgraham · · Score: 1

    Visual Basic? Yuk!

  101. RMS can have my code when he prys it from my... by Midnight+Ryder · · Score: 1

    RMS can have my code when he prys it from my cold dead hands. I think that covers my opinion of open sourcing any of my games completely. I've got a whole spiel on this, and I'll break down and write an article on MidnightRyder.Com about it some day. BUT - don't take me as a non-Open Source supporter. I am a supporter. I just think there's not many ways to make enough money to, oh... pay my mortgage, important little things like that if I if make Free Software style licensed games.

    --

    Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org

  102. Download link by Grincho · · Score: 1
    1. Re:Download link by crucini · · Score: 1

      Thanks.

  103. awesome indie games by ThePhreaker · · Score: 1

    Check these out. http://www.racer.nl http://www.peroxide.dk/era/ http://lfs.racesimcentral.com/ http://shael.theoldentales.com/ http://www.web-discovery.net/main.asp

  104. Try the High School by RealisticWeb.com · · Score: 1
    Have you thought about trying the local high school? Don't laugh, it's actually a good idea. You will be amazed at the talent you can find in a high school, and most of the would-be-artists would love a chance to display thier talent.

    Here is what you do:

    • Get to know the art teacher
    • Propose an 'Art Contest'
    • Make a one page write up about what you are looking for
    • Let the kids enter art submissions
    • Offer a cash reward to the winner(s), along with the carrot of being given the chance to work on a "real video game!"
    Of course a lot of it will be crap, but I think you will be amazed at the amount of real talent you will find.
    --
    Sigs are out of style, so I'm not going to use one...oh wait..
  105. But I thought by Anonymous Coward · · Score: 0

    ... that game development had gotten too expensive and needed government subsidies! I mean, Peter Molyneaux said so right here on slashdot, so it must be true... (no idea how to get search results older than two months, so no link)

  106. More information needed by cubicledrone · · Score: 1

    But getting heard above the increasing online noise is a problem.

    No it's not. Not even in the slightest. Funny how they start right off painting obstacles for a business they have only written two pages about.

    "There are certain attributes in 'try before you buy,'" said David Nixon, the executive producer of RealOneArcade. "They have to be a small download. They have to be understood easily. They have to get you hooked right away."

    Spoken like a true corporate management genius. They do not have to be a small download, they do not have to be understood easily, and they do not have to get you hooked right away. Put away the FUCKING LAUNDRY LIST and try to LEARN SOMETHING.

    RealOneArcade? Owned, no doubt by Real Networks which has a market cap of only $7 million. Yeah, that's really the two-guys and a musician indie scene, isn't it?

    PopCap and the online game portals have helped open up computer gaming to soccer moms worldwide.

    Show of hands. Who didn't get stomach cramps reading that little blurb?

    So what's next?

    An attempt at research would be nice. PopCap and Real Networks ain't it.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:More information needed by interstellar_donkey · · Score: 1

      There are certain attributes in 'try before you buy,'" said David Nixon, the executive producer of RealOneArcade. "They have to be a small download. They have to be understood easily. They have to get you hooked right away.

      Note the conspicious lack of the modifer "It has to be good" or "It has to be something the end user would enjoy".

      The problem with big business in small gaming is that they are going to do their best to apply a formula to it and base their research and production on that formula, instead of actual quality or talent.

      And then scratching their heads when a crappy game that follows the "proven formula" fails, why do I have the feeling they will make up all sorts of figures about changing markets.

      heh

      --
      The Internet is generally stupid
  107. More recommendations: by petee+moobaa · · Score: 1
    Some of the most addictive games I've played over the last year:
    • MutantStorm and Space Tripper (www.pompom.org.uk)
    • Gridrunner ++ (www.llamasoft.co.uk)
    • noiz2sa (http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz 2sa_e.html) and rRootage (http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e .html)
  108. VV by StupidKatz · · Score: 1

    Fancy that - VV has one title out that I (used to) play rabidly: Terminus. True space physics (albeit acceleration/G-force stress on the player gets ignored for gameplay purposes), working economical system, multiple paths through the main plot, and open-ended play.
    In fact, TerminusPoint is expanding the game as we speak. There's so much right about that game that it isn't even funny. It's one of the few games out there that reminds me just how games are supposed to be (fun!).

  109. We need an artistic distribution by johannesg · · Score: 1
    For us programmers it is easy: we have gcc, we can do whatever we want. The same is not true for most artistic types, they need powerful tools, with good user interfaces, before they can work. Those tools are either expensive, hard to use, unavailable for Linux, or any combination thereof.

    Look at the Amiga: the original Sound Tracker sparked a flood of clones, an incredible number of crappy songs, and a few absolute gems. The point was that everyone could write music using that program, and everyone did. I'm not aware of any *simple* music-production tool similar to Sound Tracker on Linux (but I haven't looked for one either).

    Similarly, Deluxe Paint unleashed a flood of crappy drawings and a few great works of art. Again, I'm not aware of a counterpart on Linux (Gimp is too complex) or Windows (mspaint is too basic).

    Both of these programs fit in a specific niche. They are not professional tools, but they have sufficient power to do some pretty good work anyway. Anyone could play with them and get interesting results; some of those people went on to make a carreer out of music or digital painting. And those are the people you are looking for: just starting in the field, having something to prove, and willing to do work for free in return for name recognition (which is the most valuable thing you can offer at this point).

    Meanwhile in the Linux camp, we need to make those tools for Linux. We also need to provide a distribution specific for creative types, one in which the start menu contains a Sound Tracker clone, a DPaint clone, a *simple* 3D modelling tool, a sample editor, and anything else that is artistic, accessible and powerful.

  110. don't forget the maker of Sherlock! by plorqk · · Score: 1

    www.kaser.com

    also maker of other puzzle games like dinner with Moriarty, decartes' enigma, honeycomb hotel

    --
    When travelling, it's ok if the airlines lose your emotional baggage.
  111. Re:I'm working on a solo project, mostly for fun.. by Anonymous Coward · · Score: 0

    And, you don't have any creeps in suits leaning on you to make your character's tits bigger

    Yeah ! Just because you didn't find time to make her tits big enough yet, it doesn't mean this won't be fixed once the rest of the game is finished ! Sheesh, as if this was an issue at all.

  112. Re: Methinks Mr Carmack beat you to it by shish · · Score: 1

    Quake 1 / 2 and most of the earlier games are GPL, you only pay for the data files. Make sure to give away a shareware chapter so we can see what it's like :)

    --
    I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
  113. Back in the 8 bit days... by logicassasin · · Score: 1

    Back in the 80's, the indie coders released their games either on their own or in a magazine. Anyone old enough should remember walking into Inacomp or something like that and seeing the latest indie release hanging on a rack with a Dot Matrix printed manual, hand drawn art, a single 5 1/4" floppy all neatly sealed in a ziplock bag. Anyone like me should remember typing in the latest game from your favorite computing platform magazine (for me, that was Antic, Analog, and Compute!).

    I remember coding my own little games back in my Atari 800XL days. Most of my games were written in TurboBasic with little ML routines I picked up from various games published in magazines of the day (or larger engines like PM Magic published in Compute!). I've only had the courage to submit 2 games of mine to the large companies from back then, and (of course) my games weren't "polished" enough to get picked up.

    I've since left coding to pursue sys administration, but have always had a little something in the back of my head that wants to finish one of my old games, but updated for todays machines. I think that's what drew me to Linux. The community reminded me of the indie gamer developers comunity of the 80's. Going to small "conventions" or local users groups, meeting the guy that coded your favorite indie game, and sharing code and tricks with others is a lot like what happens in the Linux community today. I've already decided that if I ever get back into developing, the games I write will be for Linux and done entirely by myself (I'm also a musican as well as an artist) and will most likely be freeware or shareware.

    --
    Fifty watts per channel, baby cakes.
  114. The problem is... by Snaller · · Score: 1

    .. in old days the artist wished to enrich everybody else - today they are only in it to enrich themselves. Ain't Copyright grand.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  115. Big publishers rarely fund small teams by Doctor+Cat · · Score: 1
    When I started making games professionally in 1982, I would make a game entirely by myself, as did most people in the industry. By the time the 90s arrived, game development teams were becoming the norm. (Origin, where I was working at the time, was ahead of the curve on this.) After a while they started to swell to the point where management was difficult, and costs were so high that companies became more and more risk-averse.

    And I went independent again not long after, making games with just two people (myself and my artist partner, 'Manda). Big game publishers would rather fund the big teams, because they need games with enough flash to compete with the other big expensive titles on the shelves. But being small means we A) have an easier time scraping up enough cash to become self funding, B) are less likely to fail to complete a game because it got too tangled up in conflicting visions and goals, C) can do exactly the kinds of games we want rather than only what a publisher will take, and D) don't have to put up with anyone telling us what to do, which I've been allergic to ever since I was a kid being forced to go to elementary school.

    The result is, though I have about three dozen published games I've been involved with over the years, the one we have total control over (and ownership of) is the one that I feel is my best work by far. Some of our players are still addicted to it more than six years after they first started playing, and it's now supporting a team of six people. If you want to check it out, the link is in my sig line below. Independent games won't ever supply all of the public's gaming demands, but they are crucial for keeping the variety and innovation levels high - hopefully they'll do so even more as improving software and art tools keep lowering the barriers to entry, and online distribution lowers the costs of getting your game out there and making a few bucks!

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

  116. Tools to start with by Bagels · · Score: 1

    For anyone who's interested in Indy developing, here's a good tool to start with - Blitz 3D . It's a programming language that's been around since the good old Amiga days, and it provides a very stable and fast 3D engine, coupled with support for just about every sound/image format imaginable. Compared to most commercial engines, it's quite affordable, and it provides the "whole package", not just the graphics engine. This being Slashdot, I should note that it is currently Windows-only, but there is a multiplatform, OpenGL based version in the pipeline.

    --
    --- Bwah?
  117. Re: Methinks Mr Carmack beat you to it by crazyphilman · · Score: 1

    I knew Quake 1 was GPL; I didn't know Quake 2 was. That was an awesome game... Maybe I'll take a look at it as a source, it seems to run on just about everything. Thanks for the tip!

    As far as my chapters, of course I'll give away a shareware demo! And, starter files for building worlds, besides. The way I'm thinking of it, I figure I'll do a few different kinds of basic rooms good for different kinds of areas, like indoor, outdoor, underwater, etc. A game developer would take that base and add features to it. I see the whole thing as a sort of 4GL for game development. I'd give away a set of starter meshes, too, for characters.

    I think the really interesting part is I'm going to have to come up with some streamlined way of building cut scenes. Now, of course, you'd build cut scenes with the tool for your levels, right? But, once you got good at it, you could actually make small movies, machinima style, using the cutscene editor. If the editor got streamlined enough, it would be like a cut-and-paste movie creator, which I think would be kinda cool.

    I'm definitely going to take a look at QuakeII, though. It might save me a hell of a lot of time. Thanks A LOT for the heads up. Now that I think of it, I seem to remember a patch for Quake that generated a third-person mode. I might be able to achieve a lot of my objectives using QuakeII as a starting point...

    Thanks!

    --
    Farewell! It's been a fine buncha years!
  118. Re: Methinks Mr Carmack beat you to it by crazyphilman · · Score: 1

    Pardon my adding a second reply, but I've just been over to SourceForge and my GOD, I can't BELIEVE how much Quake-related stuff is on there! I'm glad you caught me before I started reinventing this wheel... I figure you've saved me at least a year or two. I can't believe it. Carmack is a SAINT. What an incredible gift to the community! I mean, wow.

    Dude.

    This means I can start building my game this fall! This is so awesome! I mean, I'm totally set! I've got a pretty good storyline, too, this ought to be really cool.

    Thank you, seriously, thank you very much for this tip. You've made my whole week. ;)

    (If and when I get this game rolling, you've got free licenses to game packs for life).

    --
    Farewell! It's been a fine buncha years!