Posts Tagged indie
The XNA to indie transition.
Posted by The Management in miscellaneous on July 24, 2009

Details on Xbox Live’s XNA section transforming itself into an “indie” one have finally arrived.
The name change was announced a while ago and it seems like a fairly reasonable move. The word “indie” carries a lot more cachet than “XNA,” and “Indie Games” rolls off the tongue much more nicely than “XNA Community Games.” A bunch of nice new features were also announced such as tokens. These digital coupons come in a limited quantity and (presumably) can be sent to anyone you want, at which point (once again, presumably) they’ll be able to download your game for free.
With the oncoming user rankings, this could really improve the service, but I am very disappointed by the new price changes.
I was never big on the concept of price slots, and now they’re being shrunk down. What used to be the 800/400/200 scale is becoming a 400/240/80 one. This might be a result of so many XNA titles being little “trinkets” that resemble the $0.99 entries on iPhone AppStore, but I don’t see a reason to drop the ceiling as a whole. 800 points was not an astronomic number to begin with, and now the highest price that indie developers can charge for their XNA titles is $5. Won’t this simply increase the amount of games of dubious quality and further enlarge the rift between Xbox Live’s Indie and Arcade titles?
Then again maybe that’s the intention. Prices of Arcade games have been steadily going up, while there’ve been rumours of indie developers being shut out from the Arcade section. The lower price points might encourage experimentation, but, in the end, I don’t see them helping XNA games get closer to the overall polish and quality — at least a perceived one — of Arcade titles.
How I got art for my game, part 1.
Posted by The Management in art, projects on June 23, 2009

As a kid, I used to excel at various visual arts. I enjoyed sketching, drawing, painting, etc., and some of my work was even briefly displayed at a quite silly our-children-are-the-future event. As I grew older, though, my interest in art waned and I eventually abandoned it for other hobbies. These days I can draw a stick figure as good as anyone else, but that’s about the extent of my skills. As such, I definitely needed some help with the visuals of Tribes of Mexica.
Scary Girl and the bane of platformers that is physics.
Posted by The Management in design on April 16, 2009
Scary Girl got quite a bit of attention at the tail end of GDC ‘09. It’s out now, and it’s free, so I decided to give it a go.
The game’s aesthetics are definitely its high-point, somewhat aping the twisted surrealism of Beetlejuice. Scary Girl even does some interesting things like the animating dialogues — something that I’ve been meaning to throw into a game ever since reading demian5’s When I Am King.
As a platformer, though, it’s simply bad.

I also found myself scratching my head when my character wasn't picking up the collectibles she was overlapping.
The issue with Scary Girls is what’s endemic to so many indie games: an overabundance and over-reliance on physics. For every Armadillo Run, there’s ten titles like Pac-Man physics. This particularly hurts platformers as the whole genre relies on “tight” controls and precise movement (even in the easy games).
Yes, Mario, Sonic and Mega Man all had physics, but they weren’t realistic. The algorithms behind those games were MIN/MAX-ed to attain a certain “feel,” and the level design reflected that. There was usually no need to involve mass, the Coriolis effect, or the actual trajectory of a human jumping ten times his own height in an earth-like environment. Instead, the physics were meant to be fun and intuitive, and the architecture of the levels supported them and the player’s goals.

You need to jump to get the cross of collectibles, but hardly any of the possible trajectories will achieve that.
Sure, N was quite a departure from that, but it wasn’t your typical Flash platformer either. It had a very zoomed out view, a high resolution, lots of different surfaces, etc. The game still wasn’t my cup of tea, but it was aware of its strengths and used them to build unique and entertaining playgrounds. Most physics-based platformers, though, seem to occupy a space somewhere in between N and nostalgic games like Mario, and they’re rarely any good.
Scary Girl’s second stage is the ubiquitous underwater level, and, naturally, it’s even slower and floatier than the on-land action. It also uses tank controls, i.e., left/right to rotate, forward to advance, and it’s a mess. Even though you have to dive, the buoyancy of the water is constantly rotating your character to face up. What’s worse, there’s an air meter, water currents, and painfully slow step-like diving movements. It’s pretty much the complete opposite of fun.
Despite its good looks, the game’s an awkward struggle with no flow. I doubt I’ll ever play it again.



Hi, my name’s Radek Koncewicz, and I work as a videogame design consultant. I'm also the creative lead of