Greenlight Spotlight: Concept Games Edition
My previous article focused on Greenlight games with active Kickstarters. Three of those Kickstarters have since ended, and I'm happy to report that C-Wars, Chasm, and Worlds of Magic were…
My previous article focused on Greenlight games with active Kickstarters. Three of those Kickstarters have since ended, and I'm happy to report that C-Wars, Chasm, and Worlds of Magic were…
What started as a labor of love by an animator, Ghost of a Tale is currently seeking the funding needed to become a full game. Lionel "Seith" Gallat, a former…
https://www.youtube.com/watch?v=oy8iGGPc7zc Recently we got a chance to hop aboard with Yacht Club Games for a long chat about the already popular upcoming title, Shovel Knight. Along the way we discuss…
Before I get to the real meat of this article, it's time for a quick Greenlight update. As I reported, 18 games have been Greenlit since my previous article. Of…
Today, Valve announced the sixth set of games and software to make it through the Steam Greenlight process. This set includes 20 items in total, with 18 games and two…
Even though Valve seems pretty indie-friendly, actually getting your game onto Steam can be a mysterious, arcane process. If you look around, you'll find a lot of horror stories from…
Driftmoon is a quaint little RPG released by Finnish developer Instant Kingdom. This title has been in the works for a long time, the website claims seven…
What happens when you mix The Legend of Zelda with Ultima 6? Indie game developer Calvin French answered that question with the creation of The Real Texas, a game that’s been five years in the making. The Real Texas is now available for Windows, Mac and Linux PCs over at his site. We sat down and had a small chat with him…
Q1. Why did you decide to make this game? How long did it take to develop? Has this become your “day job?”
Calvin French: The game started as an experiment with a user interface system. So I originally had in mind to just create something very simple. However it quickly expanded from there. It took about 5 years all told to make, and I’d say until about year 2 or 3 there wasn’t really a “master plan.” In the end I was able to pull a lot of different threads together into something I hope is meaningful and also makes a certain amount of logical sense. (more…)