I haven't been too interesting in playing a modern Civilization game in some time. I enjoyed playing many hours of the original Civilization on DOS and had a really fun time with Civilization: Revolution but haven't found a love for a modern PC version. I have Civilization V and all the DLC waiting, but I haven't taken the plunge to actually try it out yet. That said, I saw a video for the new incarnation of Civ, Civilization: Beyond Earth that looks really intriguing. Taking a tip from Alpha Centauri, Civilization: Beyond Earth extends the scope of the typical Civilization game up the tech tree to sci-fi and other planets. Something sounds really exciting about a sci-fi Civilization game and Beyond Earth really looks like it delivers.
Civilization: Beyond Earth will drop October 24th on PC and later be ported to Mac and Linux.
A few months ago I posted that Cheerful Ghost was publishing it’s first game and today I am happy to introduce you to Starship Rubicon!
Starship Rubicon is a space shoot-em up that modernizes the physics and mechanics of Asteroids combined with the ship modification and roguelike elements of FTL.
In Starship Rubicon, Earth has been casually destroyed by a mysterious race of space-faring invertebrates. You are a fighter pilot whose cryopod has been collected by a possibly-insane AI, who has placed you in the unenviable position of being humanity’s savior. Shanghaied and alone, you must gather the remaining human survivors and traverse the surprising biodiversity of deep space to find a new home.
Here are a few in game screenshots to show off some of the gameplay:
Starship Rubicon is developed by Wick, a local Portland indie game developer. We have been in contact throughout this part of the game’s development cycle and I thought it would be interesting to ask him some questions about the game.
jdodson: Where did the inspiration for Starship Rubicon come from?
Wick: The core mechanics of shooting and moving date back to Asteroids. I looked very closely at FTL, Crypt of the Necrodancer, and Spelunky after deciding that the most efficient way for me to create replayable content was to go faux-rougelike. The AI’s sentence structure is ripped straight from Zero Wing. The ship modification system is probably closest to Megaman Battle Network, though I played probably about a dozen other games with vehicle modification (e.g. Mechwarrior, Gratuitous Space Battles, EV Nova) for comparison. There’s only so many mission types you can do with just moving and shooting, and Space Pirates and Zombies does pretty much all of them -- I tried to nab the most interesting ones.
I copied so much of the excellent weapon, ability, and enemy designs in Bastion that I should probably send Supergiant Games some royalties. Luftrausers showed me the ultimate form of juicy 2D flight controls. I pretty much copied the unlocking-content system from Lego Star Wars. I played around with overworld movement a la Nethack / JRPG overworlds and the terrain modification of battles from Age of Wonders, but the design ended up being too uncontrollable and I was forced to scrap it in favor of FTL node-movement.
I think there’s an Oscar Wilde quote that says something along the lines of: “If you steal from one person, you’re a plagiarist. If you steal from a hundred people, you’re well-educated.”
jdodson: Why did you decide to work with us on releasing Starship Rubicon?
Wick: After the 3-month Kickstarter development completed, I put the original Rubicon up for free and released the source code as per my campaign promises. However, turns out that putting up your game on a backwater personal tumblr (wickworks.tumblr.com) and then not doing anything to promote it means that literally (figuratively) nobody is going to see it. I’m pretty sure the only people to play Rubicon 1.0 were the original Kickstarter backers. I had a bunch of cool ideas on how to refine the game, but since the audience wasn’t there I had little motivation to implement them.
When Jon approached me about distributing it via Cheerful Ghost, it seemed like the perfect opportunity. I’d met Jon several times before and been left with a strikingly good impression- he seemed happy to get to know me and obviously cared about creating a good online space for games. Promotion is decidedly not my strong suit and selling the game meant that I would be able to afford to add tons of content to the existing engine. The terms Cheerful Ghost is offering is quite developer-friendly, which is delicious icing on the cake.
jdodson: To date, what has been the most challenging part of working on the game?
Wick: Programming challenges can take a lot of time, but they usually all have solutions and it can be fun puzzling them out. Ditto for graphics and sound, plus it’s satisfying to finally see them as animated finished products.
I think that, hands-down, I’m gonna go with design. It’s nebulous and scary. You have this immense freedom to put anything in the world on the screen. Tell any sort of story. You could say anything. Do you even have something worth saying? What is the experience you’re attempting to create? Is this the best possible way to create that experience?
There are constraints, of course, and I try to narrow down my options by being conscious of them. That makes it more mechanical, more solvable. But there’s always this spectre that there’s a better way to structure it, or an easy flourish that would bring the game to life. I feel like it becomes a reflection on yourself, that if you had a more interesting perspective or were a more witty person, then the game would show it.
jdodson: Lots of people want to get into Indie game development. Do you have any advice for people that want to start making games?
Wick: Start small. Wholeheartedly begin ten million different projects and finish none of them. It doesn’t matter that you never finished that 100+ hour RPG with a revolutionary plot, because you ended up learning A* pathfinding while putting together the starting town. Having your projects be in a whole bunch of different genres is useful because it’ll throw a wider array of challenges at you.
After you have at least one or two chops, do a game jam. They force you to finally scale down and design something doable given your skills. Plus it feels really nice to finally get something finished!
jdodson: What are you working on with Starship Rubicon right now?
Wick: I just spent about half the day revamping the first boss battle, which was too easy and boring -- it was just an enemy with an armoured front and a lot of health. There’s now three of them that you have to fight at the same time while in orbit around a black hole. It’s crazy how long something can take, how large an effect it can have locally, but how small it is in terms of the whole to-do list. One thing at a time...
I also finally, finally, finally figured out a use for a cuttlefish graphic I drew a year ago and am in love with.
Rubicon will launch this year for $9.99 on Windows, Mac and Linux. Right now you can pre-order it on Cheerful Ghost using the Humble Store Widget. Currently, the game will be distributed through The Humble Store & Desura. We will be running a Steam Greenlight campaign in the coming months and if we are accepted everyone that pre-orders the game through Cheerful Ghost using the Humble Widget will get a Steam copy.
jdodson Admin Post Author
wrote on 09/04/2014 at 03:46pm
@GregoPeck: As far as a traditional downloadable demo, I am not sure. It's not on our development roadmap but we might get one out after launch depending how things go. If people want to try it, it will be playable at a OMSI event coming up in Portland.
jdodson Admin Post Author
wrote on 09/04/2014 at 03:47pm
Good audio fidelity is a really important part of how I enjoy music and video games. So important that this year I bought a new pair of Sennheisers to replace my starter pair. When I buy a pair of headphones they must do a few things.
Be over the ear and provide an amount of natural noise cancelation. I don't care for the headphones that contain active noise cancelation frequency technology as it kind of hurts my ears. I prefer a solid pair of over the ear headphones that naturally muffle the outside noise.
Sound great
Look pretty good
Feel comfortable over the ear for prolonged use
I'd rather not spend a zillion dollars
That all said, each pair i've got as been a bit better than the last and I think my next pair might be a set of sub $200 intro studio quality headphones. All that to say, I enjoy a bit richer sound from music and video games. As someone that has spent a minor amount of times perusing the world of audiophiles I have at least heard that many audio professionals think the Beats by Dre line of equipment is simply not worth the price. I heard a few songs on a pair in store and whereas I didn't prefer the sound to my Sennheisers I didn't think it was as bad as some claim.
Recently I saw a really great video by YouTube tech personality Marques Brownlee called "The Truth About Beats by Dre!" Not only is it interesting but Brownlee paints a really fair picture of what goes into making a good pair of headphones and how things turn out to be as expensive as they are in the store.
I don't know that I'd go for studio headphones (what might be called monitors) if you want deeper, richer sounds from music or games. I mean, I guess it all depends on the headset. Then there is the other variable: your ears. Frequency response range is probably most important. Studio monitors are designed for balance and a truer representation of unfiltered sound. Most consumer headphones have that "bass boost," which is undesirable for recording music, per se, but could enhance the listening pleasure of most hip-hop or D&B.
I have studio monitors that I use for recording music, but I don't like to use them for gaming because they don't produce those deep, head-shaking lows. For that I have a set of Plantronic GameCom headphones. One thing the Plantronics also have is a soft fabric cover on the ear pieces. This is a huge thing to consider, especially for prolonged use. The leather-type covers do help to limit outside sound, but don't breathe very well, and after a while they start to get hot and sweaty. I have a set of Sony Gold Wireless that do this, and it's the only thing I hate about them. I've never used Beats, aside from maybe trying them in Best Buy once. The price may have a little to do with the name there, I would assume.
I've been incredibly impressed with a pair of $25 Monoprice studio headphones. They're truly amazing, performing at a level I haven't heard in a pair of headphones under $100. They aren't going to beat Sennheisers in the same configuration by any means, but I can use and abuse these without worrying about damaging them.
jdodson Admin Post Author
wrote on 09/02/2014 at 06:32pm
My new Sennheisers cost about $60. I dig the sound but it's a bit flatter than my last pair. I don't mind it though. I picked them up because they had a pretty good sound but also they had a clip mic that works on my phone for calls and have a button for pausing playing tracks.
I wanted a nicer sound than the Apple earbuds but kept the mic/button functionality. I wish more over the ear earphones did that.
That name "Monoprice" is horrible, but they do look like nice headphones. I like the ability to swap out cables/detach for storing. Can't beat $25, either.
jdodson Admin Post Author
wrote on 09/02/2014 at 08:06pm
The detachable cable is a nice feature. I want that for my next pair.
Monoprice is awesome, I never thought of the name, but for cables it's always a good place for high quality and low price. I just never thought they would make good headphones.
And yeah, the detachable cable is amazing. I've ruined headphones by getting the cable caught on something. Now it just pops out if it snags.
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Been posting a flurry of things about some of the games I saw this year at PAX 2014. This isn't about any game specifically, but a place to dump all the pictures I took. They didn't all turn out as works of art, but they do highlight some of the cooler things I saw. One thing the pictures don't capture is how insane and crowded PAX Prime is. The crowds being the prime reason why I can really only handle the event for one day.
That said, it was fun attending and there really isn't anything quite like it. Click through my imgur album below and also realize the order of photos is reversed.
Cool Annie (Tibbers can suck it, though)! OH! I wish I could have been there. I love PAX Prime. Even though it's crowded as fuck and it's near impossible to get a ticket these days. Oh, and I'm in Texas (whatever). I'm hoping PAX South will be a little more chill, but equally as exciting :). You really can't beat Seattle, though. Unless they moved it to Portland. That would be infinitely better. Also, I've been drinking.
jdodson Admin Post Author
wrote on 09/01/2014 at 02:45pm
If they moved it to Portland it would be smaller but easier for me to get to.
Enjoy drinking
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Risk of Rain is a great indie side scrolling rogue-like that features some really amazing visuals and gameplay. Saturday at PAX Prime my friends in the Portland Indie game community wanted to play a new version of the game and I went with them. They were showing off a build of the game they have yet to release featuring a new character, the Chef. The Chef is a Bender-esque robot that features a special ability that shoots out a bunch of cleavers in every direction. It looks like a cool addition to the game and everyone that played it seemed to really enjoy it.
I talked to some of the Risk of Rain developers about possible Linux and Mac ports as well as supporting the game in full gamepad mode(currently you need to have a mouse beside you to play it on your couch). Apparently my wildest dreams are coming true in that the huge update they were showing off at PAX would not only contain a Linux & Mac port but also full gamepad support. Risk of Rain is written in Game Maker and they decided to port it to the latest version. Apparently this allowed them to enhance the game and make it run a bit faster and bring these new features to the game.
I attended PAX Prime this year on Saturday and perused a ton of new Indie games. One game that caught my attention was Super Meat Boy Forever. I was alerted to it by Travis and saw it at the Indie Megabooth. I watched a few people play it and immediately realized how great this game will be. When I first heard that Team Meat was working on a possible mobile Meat Boy game I didn't think it would work. After watching Super Meat Boy Forever and playing it, I can say that unless they change the game from what I played to make it worse, this game will be great.
In a world of really lame endless runners, Super Meat Boy Forever propels the genre forward by creating richer gameplay. Meat Boy runs forward and you can do a few things by tapping. Tapping on the right hand side of the screen causes Meat Boy to jump and tapping on the left causes him to crouch. Whereas I didn't see anyone use the crouch, I can imagine it coming in useful at certain points. If Meat Boy comes in contact with a wall he automagically starts walking the other direction. If you tap the jump button after he jumps into a walk it causes a wall jump in the opposite direction. These really simple controls make for a really rich platformer that felt like a proper Meat Boy game.
Where as it wasn't me playing the game, I snapped the above YouTube footage at PAX and it shows off a bit of the gameplay. Super Meat Boy Forever isn't an endless runner but it features randomly generated levels and will ship with an endless mode to it. That said, according to Team Meat, Super Meat Boy Forever will feature a full story, 6 levels and double the boss fights of the original. But don't take my word for it, you can read the announcement yourself.
Blizzard seems to really be enhancing the game for hardcore Diablo players to give them even more content than before. With the changes, are you planning on heading back to Sanctuary? As a special bonus to help get players back this week, Blizzard mentioned that..
"To celebrate the arrival of this major content update, all players who log into Diablo III this week on Windows or Mac will not only receive a +100% bonus to Gold Find, but all Treasure Goblin spawns in the game have been doubled! (As with our previous buff, please note that the Gold Find bonus will stack multiplicatively with existing bonuses including those provided by items and Paragon points.)"
GOG.com just launched an interesting new feature: DRM free films. Starting with a few movies like "Indie Game: The Movie", "Minecraft: The Story of Mojang", "Gamer Age" & "The Startup Kids." If you head over to GOG right now you can download two films for free "TPB AFK: The Pirate Bay Away From Keyboard" and "The Art of Playing."
Movies, coupled with Linux support and the upcoming GOG Galaxy, GOG is really becoming a first class digital game service. I hope the DRM free films movement takes off and we see more great content come to it.
This is really cool, not just for the DRM-free aspect, but because of the collection of titles that they are offering right now. I'm sure that will grow and change, but having all of those game related movies and documentaries in one place... well, I just want to watch all of them now!
jdodson Admin Post Author
wrote on 08/28/2014 at 04:18pm
The DRM free aspect is pretty important to me because few film distribution channels focus on it. With everything moving the cloud, it seems certain aspects of DRM are fairly commonplace. I'd like to make the transition from buying physical media(I can rip easily) to something digital and i'd rather it not come with a silly lock.
That said, this is a pretty cool collection and I hope it grows. Wonder if films like Primer and Upstream Color will come to the service as those are great Science Fiction films that are still independently owned.
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