Huge thanks to Jonathan for the opportunity to speak to such a huge audience about my work. I started out making obscure-ass adventure games and now it’s showing up as news on one of the major gaming websites. That is bananas. It’s more than bananas. It’s papayas.
Some of you may know Vince Twelve as the mastermind coder who scripted both Spooks and Nanobots. Aside from launching my game development career, he’s also an award-winning game developer in his own right. Vince has put out some of the most innovative freeware puzzle games I’ve ever played. What else would you expect from a guy who’s last game was called “What Linus Bruckman Sees When his Eyes are Closed?”
He’s working on a gorgeous new game called “Resonance,” but screenshots don’t tell the whole story. I’ll hand it over to Vince (and his adorable 3-year-old daughter) for the tech demo.
That right there is a mighty fine looking adventure game, yessirree. Gon’ have to preorder that little feller. Boy howdy.
So, here’s the story. Five weeks ago I stumbled across an awesome game competition at TIGS, or “The Independent Gaming Source.” The task: take an existing game and “demake” it. That is, create a version of the game in a lower resolution/game system than the original, and don’t use any copyrighted characters.
I didn’t really think much about it for a week, and then suddenly it took over my life. I blame the fact that I was in France at the time, sipping strong coffee and taking in the energy of 20 or so other game developers. In any case, I’ve been working on it daily since then.
We made it in four weeks. I did all the art as ink drawings in my moleskine notebook. I’m currently lacking a scanner so I had to capture the art with a digital camera, adjust the levels to bring out the linework, and colour all the bits. Once I had all the component parts, I assembled the characters in Photoshop and got to work animating them.
In addition to all that, we had to get rid of the fuzzy character outlines, record all the lines of dialog, and code the entire thing (I take no credit for this; thanks Grundislav!). Additionally, the wonderful Mark Lovegrove was kind enough to compose an original in-game score. All in all I’m delighted with the outcome, and now the world has a confused Soviet knockoff of American McGee’s Alice.
Design, art, and writing by Erin “The Ivy” Robinson Scripting by Vince Twelve Music by Chris “Scorposer” Moorson
Groovy Greg set out to make robots that could love. He created six nanobots: Hotbot, Brainbot, Tallbot, Audbot, Strongbot, and Chembot. Each was designed with one special ability, enabling them to work together as a team to overcome challenges. There was only one problem: the nanobots hated each other.
Now, with the evil Professor Killfun threatening to give him a failing grade, Groovy Greg has almost given up on his experiment. Little does he know that his beloved bots are about to meet an even bigger challenge than they had been programmed for…
“Nanobots” is a classic-style point and click adventure game that lets you control the six different robots as they race to save themselves from being turned into scrap metal. Can they make use of their surroundings, fashion an escape plan, and avoid coming face-to-fist with Professor Killfun? Only if they give peace a chance.
Click to view large size
I’m eager to hear what you think of it. There’s one catch though…I’m about to disappear from the grid for about four days (you know, Canada Day). I’ve asked my friend Tim to moderate all the comments until I come back on Tuesday. So if I don’t reply right away, don’t be sad! I’ll be back and I’ll personally reply to everyone (except the spambots; they’re giving robotkind a bad name).
Hope you like it, lovelies!
P.S. If you get stuck, Audbot is pretty good at giving hints.
Happy belated 2008! Hope everyone’s broken a few new year’s resolutions already.
First, a small update about the progress of Nanobots. There’s an extended plot summary and some more screenshots here. I’ve recruited a few beta testers, and Vince has been coding like it’s his job. I’m confident we can release the game by mid-February, possibly even on Valentine’s day. That would make it two years to the day since everyone’s favourite goldfish and dead girl first came to be. I’m getting a bit misty already.
Secondly, I’ve just uploaded the first new comic of the season. It’s about one peg above “pun” on the joke-acceptability scale, but that didn’t stop me from writing it. I hope history vindicates me on this one.
Vel of our very own AGS community has compiled an interview with Wadjet Eye Games. You can find out all sorts of fun behind-the-scenes stuff about Blackwell: Unbound, plus some background stuff about the team. I like how my Myst and Riven posters are barely visible in the background of my picture.
Hope everyone had an excellent Halloween. I went as my favourite Batman villain, Mr. Freeze.
…kidding. I finally got to dress up as Poison Ivy.
Yes, I actually bought the dress that my avatar is wearing. Lame!
I finally finished my Hooray! guest comic for Eric. Hooray!
It’s a dramatic/low-res reenactment of a conversation we had in the car at Mittens. The all-star cast, starting with the back row, was Kevbot, Me, Jess, Eric, and Grundislav. It immortalized what may have been the best line from the whole trip.
I’d post a group photo for reference, but the only good ones are from an alarmingly overcrowded hot tub.
Wow, this week has been one crazy adventure after another. A great big hug to everyone who was at the Mittens gathering…never before have I met a group capable of constant shenanigans.
This week reminded me why I love being around creative people: they don’t let things like “adulthood” get in the way of having fun. We made forts, sandcastles, tin can phones, fires, pixel art, and questionable artistic films. All these things are part of a complete childhood, except maybe that last one. Beyond the nostalgia that’s a part of any adventure game gathering, I think we all learned a few new things. How many people actually fit in a hot tub, for example.
One thing’s for sure: I’ll find a way to get to Mittens ‘08, come hell or high grad school.