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One hour blast

I aimed to make the most tiles in one hour that I could. Actually, I used more like an hour and half to be accurate. Here they are.

  • Basic Ground

  • New Doors

Screw Perfectionism

I realize I am way too slow at making art because I am a perfectionist at heart. After spending an hour doing a stupid tile which I ended up throwing out, I also sent with it my perfectionism. I did these the fastest I could. I realized I could probably do an entire map of tiles in one night if I sent my perfectionism walking. So expect  that I will use add noise a lot. Lol.

New Tutorial + Demo by glambourine

Since it seems that verge-rpg.com’s downtime might last longer then I expected. I am posting the link to glambourine‘s new Tutorial/Demo of verge here. Download and enjoy!

Demon Lord Adventure Tutorial II by glambourine

Free agent

I decided to take a break from making my own game. So for now, I want to help others in their project. If you need something specific or want me to help for short term work (Title screen, Character portraits, Icons, etc). Contact me through my email on my verge-rpg.com profile (username: Syn) or post a comment here. I can also help market or advertise your game if you want. =)

A tea break

I haven’t had a project to do art for, so I can’t update about anything for now. Since people like Glambourine, McGrue, Ustor, Toen and Mordred are still trying. I feel that anything I post could be my way to keep Gruedorf alive for them. So I decided to write my thoughts.

I had time to reminisce about some things. I AM NOT A CODER AND IT SUCKS!  I simply cannot make an engine on verge by myself, and this reality affects my ability to make a game. More importantly, I realized that not understanding what Verge can and can’t do stops me from seeing opportunities. I realized this by seeing Ness’ Time Keepers demo. I wouldn’t have thought it was possible to do the things I saw in the demo using Verge. Simply put, for a good game project I need a coder who is involved in the creative process. Someone who can truly see the opportunities I cannot. I realized I am missing so much more then creative input by not having a coder work on core game mechanics and concept.

Another thing that I realized is people’s inability to cooperate. Why is there so many game projects by many talented individuals where many of them are attempting the same thing? Why isn’t there cooperation among these people? And when people do cooperate why do team project tend to fail? I believe it is simple, first people are afraid. Afraid to lose control, artistic direction, crediting and most importantly to be abandoned midway during the project. It is understandable feelings, but ultimately fears clouds the mind and stops us from doing what is required. Secondly, cooperation is hard. Not everyone have the ability to cooperate and those that can do, do it in such a way that does not foster synergy. The best games comes when people use the very best ideas of everyone, not simply by dividing the tasks.

Finally I thought about where I was going. I realized not long ago that I don’t want to make a game. I need to make a game. It is always on my mind. I will definitely be continuing Gruedorf. Only time will tell in what way.

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