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Author Topic: M.A.D. Enters the IGF  (Read 2924 times)
TimothyS
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« Reply #15 on: January 14, 2009, 10:06:05 AM »

Jonathan is on his Second Week of Basic Training right now, I have not got him Mailing Adress yet but as soon as I do I will let People Know.

If I may ask, How is the IGF going?

~Tim
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« Reply #16 on: January 14, 2009, 02:19:43 PM »

M.A.D. did not make it as a finalist in the IGF.  that's nothing to be too disappointed about.  The contest seems to lead toward games that are offbeat and charming.  M.A.D. might be seen as too derivative, and that's a valid viewpoint.  3D combat shooter/RTS games haven't fared well this competition in recent years, even if impressive.

The finalists can be seen at the following link: http://www.igf.com/02finalists.html#Youhave.  They're well done and most seem deserving of their nominations.

I was surprised that a few of them made it though.  The Graveyard is not quite a game and there is no real gameplay.  You play an elderly lady who walks around a graveyard and meloncholy music plays.  It's a finalist in the Innovation category, but I see no real innovation to it.  It's different and sets itself apart, mostly by NOT being a game, but I wouldn't confuse that with innovation.  Another perplexing contender in the Innovation category is You have to Burn the Rope.  It is a game with real, fun gameplay, but it's debatable whether it is innovative or simply different.  Other than those choices, I can see why most of them were selected as finalists.

The following are games that I found interesting.  Some appear truly top-notch.  I think only two of them made the final round.
http://atmosphir.com
http://www.steelpennygames.com/index.php/bruiser-a-scratch
http://www.pursuitofinfamy.com
http://www.cellzenith.com
http://2dengine.com/chains
http://chipwits.com
http://kranx.com/en/climboard.html
http://connexus.duelingmonkeys.com
http://www.datarealms.com/games.php
http://www.dinowaurs.com/index.php
http://www.downhillbowling.com
http://www.dyson-game.com
http://igwarlord.isotx.com/index.php?page_id=17
http://www.theswain.com/games.htm
http://www.metaldrift.com
http://www.spelagon.com/mulver/index.html
http://www.chozen1.com/blog
http://www.plainsightgame.com
http://www.gamesfaction.com/project-aftermath
http://www.playspacetrader.com
http://www.mawgame.com
http://www.salvationprophecy.com
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« Reply #17 on: January 22, 2009, 07:49:44 PM »

I love the look of "MetalDrift"...   very polished and artistic, yet sleekly functional looking too...  wonder if it plays as well as it looks?  I don't see a download or demo listed, but haven't followed all of the links, yet.

-Av-
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TimothyS
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« Reply #18 on: January 27, 2009, 11:38:58 AM »

Traitor!Kill the TRAITOR!!! Long Live MAD!!!....... Grin J/k
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« Reply #19 on: January 28, 2009, 02:35:42 AM »

I agree, MetalDrift does indeed look very cool, artistically speaking (even if it is traitorous to admit it).

I also thought I recognized several of the textures as being from standard Torque stock, just modified a bit.  And then I double-checked the site's main page and--lo and behold!--it was apparently done in TGE-Advanced! :-)  Still, if they DID use stock textures, they've managed to shift them around nicely, and integrate them very well with the overall art style, which is very aesthetically pleasing, indeed!
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« Reply #20 on: February 19, 2009, 04:43:46 PM »

Soooo...

How is MAD going now? Haven't heard anything for ages.
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CivBase
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« Reply #21 on: February 19, 2009, 09:10:52 PM »

Quote from: bigbadbogie
Soooo...

How is MAD going now? Haven't heard anything for ages.
Same.  Will there be a new update for the game any time soon?  I'd love to get some more units/structures, or some new levels to play on.
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« Reply #22 on: February 20, 2009, 03:36:14 PM »

I'm not sure when the next beta release will be.  many things are too incomplete to warrant a release very soon.

I can tell you that the programming is going forward at a brisk pace.  New features include:
  • Large sea vessels that you can board and ride.
  • Docks and bridges.
  • More general cargo-hauling for land, sea and air vehicles.  Support for attaching up to 4 cargo objects.  These objects can be independent turrets.  You can have sea vessels with artillery turrets, uber-flying craft or ground craft with several turrets etc.
  • Pilot/personnel in early stages.

These features are far ahead of the assets that can take advantage of them.  We have Lizard and Slaor prepping to support that though.  I don't envision a release until a lot of that asset development has been accomplished.

Phase I programming is almost complete, wherein it will be a feature-complete single player game program in several months, although too light on assets to make much difference.  Phase II will be multiplayer research and development, and during that time asset development can catch up.  Phase III will be polishing and adding other features that don't look too challenging.  It will be at least a year before we can consider a complete release, but that delay will be worth it in my opinion.

This project is fixing to be much more of a BZ2-style game than I had ever envisioned.  I think its the closest thing to a successor that we may have, not to say it will be a BZ2-killer by any means though, just fresh and different enough to be enjoyable even after years of BZ/BZ2.
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CivBase
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« Reply #23 on: February 20, 2009, 10:41:32 PM »

Sea and air vehicles?  Hmmm... interesting.  Will we be able to pilot sea vehicles?  What about any of the other new units?
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