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Folge 60: Computer & Games der 80er- Wir klären in dieser Folge ein für alle Mal:Wieso wäre der Commodore Amiga beinahe ein Atari geworden?Und weshalb ist der Atari ST trotzdem der legitime Nachfolger der Commodore C64?Wieviel Geld wurde für die Entwicklung des Computerspiels Blackout bezahlt und was hat das mit Apple zu tun und einem Betrug, der beinah die Gründung der Firma vereitelt hätte?Warum heißt Pacman so obwohl die Spielfigur an einen Puck erinnert?Hat Magnavox von Atari geklaut, oder umgekehrt oder einfach beide voneinander? - Fun facts, hard facts & Nerd FactsDie Textverarbeitung für den Atari ST hieß nicht Samna (das war eine für MS DOS) sondern Signum.Während der zuerst eingeführt Amiga 1000 wie behauptet ein Flop war, konnte der Amiga 500 tatsächlich als Spielecomputer überzeugen und wurde zeitweise häufiger verkauft als der Atari ST. Allerdings gab es schon bald keine Spieleentwicklungen für den Amiga 500 mehr, da zwar alle User damit spielten, aber zum Großteil nur Raubkopien.Im Film Die Silicon Valley Story wird der Aufstieg und die Rivalität von Apple und Microsoft packend beschrieben. Mehr Infos dazu gibt es hier: https://de.wikipedia.org/wiki/Die_Silicon_Valley_StoryLeisure Suit Larry war das erste weit verbreitete Spiel mit einem sogenannten Boss-Key (Cheftaste). Durch Drücken des Boss-Keys verschwand das Bild des Spiels auf dem Monitor, stattdessen wurde ein nach einer Kalkulation aussehendes Bild angezeigt. Bei genauerem Blick erkennt man jedoch, dass es sich um den Vergleich verschiedener Kondomtypen handelt. Zudem gab es nach Aktivierung der Boss-Key-Taste keine Möglichkeit mehr, ins Spiel zurückzukehren.Gerade für den C64, Amiga und Atari ST gab es viele gecrackte Spiele, bei denen Cracker den Kopierschutz umgingen und die Spiele mit ihrem eigenen Intro versahen, wie Eagle Soft. Diese konnten problemlos kopiert werden und waren in nahezu jedem Computerhaushalt zu finden.Der Trailer zum phänomenalen Tetris-Film findet sich hier: https://www.youtube.com/watch?v=-BLM1naCfMEDas längste Konzert der Welt findet sich hier: Man braucht allerdings ein wenig Geduld beim Anhören :-) https://universes.art/de/specials/john-cage-organ-project-halberstadt - Links80er-live: https://www.80er-live.deTickets- Sei dabei bei der größten 80er Party der Welt: https://shop.paylogic.com/b730b918d73247819175618a406387b2/ticketsPodcasts: https://disko80.buzzsprout.comRSS-Feed: https://feeds.buzzsprout.com/1754816.rssHomepage: http://www.purwienundkowa.comAktuelle CD von Purwien & Kowa: https://ffm.to/puk5Musik von Purwien & Kowa: https://purwienkowa.bandcamp.comBücher von Purwien & Kowa: https://amzn.to/2W9Ftj8Videos von Purwien & Kowa: https://bit.ly/3QVfTbRFollow us on Facebook: https://www.facebook.com/purwienundkowaSpotify Playlist Episode 60: https://spoti.fi/47upR8X
CHRISTIANS SERVE JESUS KEY VERSE: YOU SERVE THE LORD CHRIST. COLOSSIANS 3:24
Welcome to Dev Game Club, where this week we welcome another interview, this time with industry veteran and current VP of Design at Schell Games, Harley Baldwin. Harley talks about her path through the industry and about her time especially at LucasArts and Republic Commando, on which she served as a level designer. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:25:23 Break 1:25:51 Feedback Issues covered: how Harley got her start, planning to get into photographic printing, crashing a friend's interview, knowing a tuck-in top from a hang-over top, figuring out technical art challenges, getting a programmer to do some interpolation, emergence of digital cameras, the unsung heroism of technical art, making one kind of data into another kind of data, overlapping art and engineering, figuring out how to blend animations for locomotion, learning from designers via over-the-shoulder watching, the three-point slice, trying to figure out how to build stuff, moving to design, not having to worry about both the architecture and the gameplay at the same time, getting designers to play and talk, becoming a lead systems designer, communicating the use of systems, advocating for designs, VR and location-based entertainment, hard and interesting problems, encouraging design skill overlap, getting the design document on day one, LucasArts using proprietary technology and the internal controversy, believing you need the author of the engine in-house, the conversations between level designers, talking about how to make the bridge moment, building momentum, speaking level designers' language, coming on late and fixing cover bugs and optimizing spaces, figuring out how and whether to do jungle, arguing over the spotlights, trying to find solutions together, level ownership, getting enough distance to see what needs to be real or what needs to be smoke and mirrors, the creepiness of the Prosecutor, giving the designer you once were a talking to, getting stuck on Troy's level, designing to the peak experience, the story of what a designer is trying to say, finishing your own level on hard... over a few hours, QA beating it eventually, lacking storytelling tools and using design tools like difficulty, door breaches and hints, the "doors and hallways engine," how to tackle a dwarf spider droid, still figuring things out as you ship, building to a character moment, being in the perfect spot, the old home tour of enemies, "hey player, you can handle this now," "Brett's favorite room," the energy and communication of that team, "Nobody reads your docs," designers and difficulty, "when do you turn off god mode," watching people play, your applicant pool of user testing players, three things you'd change about project/process, fumbling towards scrum/agile, how seeing where the squad was going changed the game dramatically, VR and its problems to solve, meeting Harley for the first time, the Starfighter pie meeting, Pi Day, Tim delivers a pie to Brett's apartment, "I might worry about a random pie," East Coast geography, the team helping get you through the making of the game, the special atmosphere of LucasArts, good people working with good people, defending Tim's honor, difficulty and Constraint Satisfaction Problems, Boss Keys series, Longo Calrisian, positioning and leadership, lowering ammo and tuning towards the focus fire mechanic, the hot targets, differences between PC and Xbox, difficulty codes, marketing, Starfighter III: Jedi Starfighter II: Starfighter Outcast or Reti Player One, a plea for orbital strikes in more video games. Games, people, and influences mentioned or discussed: American Laser Games/Her Interactive, LucasArts, Indiana Jones and the Infernal Machine, Starfighter (series), RTX Red Rock, Crystal Dynamics, Tomb Raider (series), Demiurge, Nihilistic Software, Rock Band, Resistance, Call of Duty, Schell Games, PhotoStyler, McKenzie & Company, Mad Dog McCree, Drug Wars, 3D0, Vampire Diaries, Nancy Drew (series), Debabelizer, Jedi Knight, Reed Knight, X-COM: The Bureau, Jesse Schell, Disney VR, Unreal, Galactic Battlegrounds, Age of Empires, Outlaws, Troy Mashburn, Pat Sirk, Jesse Moore, Juli Logemann, Uncharted, Kevin "Schmitty" Schmitt, Xbox, Microsoft, Jeffrey "Pinecone" Sondin-Kung, I Expect You to Die, Until You Fall, PlayStation VR, GDC, David Collins, Blarg42, Anachronox, Violet B. Trudel, Pokemon, Oliver Uvman, Sokoban, Super Mario Bros 3, Stephen's Sausage Roll, Final Fantasy XIII-2, King's Quest, Gothic Chocobo, Game Maker's Toolkit, Mark Brown, Zelda (series), Leon Buckel, Greg Knight, Sam Thomas, June, Jocko Willink, Leif Babin, Dark Forces, GameSpot, Billy/The2ndQuest, Clone Wars, Star Wars Rebels, Forza, Tetris99, Animal Crossing, Charlie Rocket, Kirby's Epic Yarn, Epic Mickey, Final Fantasy VI, Super Mario RPG: Legend of the Seven Stars, Kirk Hamilton, Aaron Evers. Next time: Another Interview? Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Making things to communicate visually means subjecting yourself to an onslaught of rejection. This week we look at how we react to and engage with rejection and how it affects the work. Sponsors for this episode Boulder and Fleet: Mining for Trouble Guitar Fretter Lean Into Art Workshops Links mentioned Boss Keys The Upside of Stress Jane McGonigal Thanks to our top Patreon supporters India Swift Kelly Ishikawa Nate Marcel Katherine Sugrue Alexander Steenhorst Connect with Jerzy and Rob Jerzy on Instagram Rob on Instagram
This week I talk continue to talk about E3 2018 Predictions, both Xbox and Bethesda press conferences. __________ May's Community Spotlight Game Maker's Toolkit Game Maker’s Toolkit, is a video series, that examines games, and the aspects/ creative processes that go into creating them. The series was made to help developers make better choices, and gain knowledge shared, and learned from games prior. The maker of the series, has lent his hand to various gaming sites such as Eurogamer, and Wired. The series examines either a game idea/mechanic, or goes in depth on a game/ series, that helps you figure out both the pitfalls, and successes. There is also a series called Boss Keys, which examines the design of the Legend of Zelda Series. Please Support Them here https://www.patreon.com/GameMakersToolkit __________ Artbook Link The Art of Gears of War 4 Link: http://a.co/5u3Q05x __________ If you have questions or artwork you would like for me to answer or put on the show, head over to https://goo.gl/forms/FdvrOBmFyIX3gyf42 Support me on Patreon! https://www.patreon.com/whosthatfella Check out my Sound Cloud! https://soundcloud.com/dylan-smith-zero-games Check me out on Apple Podcasts! https://itunes.apple.com/us/podcast/whos-that-fella-podcast/id1291468570?mt=2 Check out my twitter! https://twitter.com/BorkenGameDev Check out My Youtube https://www.youtube.com/channel/UCUQenxtAT-2RWH7Y10Cnspw Check out my past, and Current Streams, on Twitch https://www.twitch.tv/whosthatfella
ÄNTLIGEN kan vi välkommna tillbaka veckans gäst Jesper "JeppeJoy" Englin som idag jobbar för Aftonbladet Spela och spelhobbyförbundet Sverok! Vi pratar om alltifrån e-sport till kartongvikande och YouTube-skapande. Vi har återbesökt Koei Tecmos tolkning utav Zelda-universumet i Hyrule Warriors: Definitive Edition till Switch och vi har även kämpat med att överleva zombieapokalypsen i State of Decay 2. På nyhetsfronten hinner vi prata Reset Medias kickstartade 198X, Rage 2 och det faktum att Boss Keys nu läggs ned. Sedan strulade tekniken än en gång... vilket ledde till att vi var tvungna att skrota en del av avsnittet. Detta blir därav det mest abrupta avslutet av ett avsnitt i vår historia. Vi ber om ursäkt för det och ska se till att det inte får hända igen framöver! Tack för att du lyssnar och spela på! Trekraften Discord: https://discordapp.com/invite/013ERV3Vls5moGoUY Jespers YouTube-kanal: https://www.youtube.com/user/Jeppet 00:00:00 - Välkommen Jesper!00:19:30 - Nintendo Labo00:31:00 - Vad har Jesper spelat?00:38:50 - Hyrule Warriors: Definitive Edition00:51:20 - State of Decay 201:06:40 - 198X01:11:35 - Rage 201:16:55 - Boss Keys läggs ned
Brian Henkin joins the MGS crew to talk about developing his game "Light of the Mountain." From inception to release, Brian shares his story with the show. As for news, we talk the big God of War release date along with Microsoft's big game pass announcement. Light of the Mountain Release Update- https://twitter.com/SongHouseGames/status/956445223663661056 "The Legend of Zelda: Breath of the Wild's dungeon design | Boss Keys" by Mark Brown on YouTube- https://www.youtube.com/watch?v=GudeeRVNo5U Follow MGS, Max, and Logan on Twitter! @MGSpodcast @MaxTheWhite @Mooreman12 @BrianThomass64 Email us at mgspodcast@gmail.com Intro and Outro song is "OHC3" by Kris Keyser Our break song is "Resurrections " by Lena Raine from "Celeste."
The last time we were here, we were talking about Dragon Quest. But this time, we’re talking about lessons learned FROM Dragon Quest, which is totally different. But that is just the start. There’s selling your GM soul, generic RPG systems, questions about things written and said and more. So much more.… Continue reading →
Variamos o cardápio e falamos sobre um dos principais jogos do ano, The Legend of Zelda: Breath of the Wild, pra Nintendo Switch e WiiU. Também comentamos alguns filmes e séries que vimos durante a semana e falamos sobre nossa trajetória nos games.[0:01:00] Feedback SandmanRecomendaçõesDavid:[0:04:30] Spider Man: Homecoming (ERRATA: São 6 roteiristas creditados, não 10)[0:11:53] Preacher[0:12:45] Risk[0:14:12] Thief[0:15:33] Tour de PharmacyMario:[0:16:50] The Conjuring[0:19:40] Nerdist Writers Panel ATX Coverage Fargo/Leftovers e The Americans[0:21:15] Player Unknown: Battlegrounds[0:23:46] Trajetória gamer Mario (Sega-boy/PC Master Race/Xbox)[0:40:58] Trajetória gamer David (Nintendista/Mac/Sony)Jogos referenciados (links do Steam, mas alguns deles existem em outras plataformas)FezBraidShovel KnightAxiom VergeThe Stanley ParableThe Witness[1:04:25] Zelda: Breath of the WildPra quem se interessa por Zelda no geral, segue uma série de ensaios do YouTube sobre as dungeons de todos os principais jogos, Boss Keys, feita pelo excelente Mark Brown.Pra falar com a gente: facebook.com/podcastcatchingup podcastcatchingup@gmail.com twitter.com/ddonato twitter.com/odesinformante Open Your Eyes. See acast.com/privacy for privacy and opt-out information.