It’s Alive!

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Now that the Outwitters beta testers have broken it in, the OML Forums are open for biness (big thanks to Mike Berg of WeHeartGames for helping us make that happen). We figure a community-centered multiplayer game like Outwitters is going to require some sort of… community center. So when the game comes out and you’re in need of a serious 2v2 partner, we hope you’ll drop in. Feel free to register and post amongst yourselves in the mean time.

Categories: News, Outwitters

They Grow Up So Fast

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Seems like just yesterday Whitaker Blackall was composing our very first piece of custom game music, Tilt to Live‘s Code Red theme. But that was long ago, when he was still called Whitaker Blackall.

The now hitched and renamed Whitaker Trebella  joined the proud fraternity of iPhone developers today with his first App Store release, Polymer (99¢). It’s a slidey connecty puzzle piece game, best demonstrated by this trailer:

We’ve all been blown away by how far and how fast Whit’s development career has matured (though it helps that he has no shortage of enthusiasm). We wish him the best of luck with this game, and encourage you guys to throw him a buck and check it out!

It Gets Stuck in My Head While I Work

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We recently approved this theme song by Mike Reagan, composer for games like God of War and Darksiders. He described his vision for the music as “cute, but maniacal”, and apparently spent a lot of time staring at the evil little imp in our logo.

Mike Reagan - Outwitters Main Theme

 

 

Categories: Outwitters

Outwitters Update X

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The X is just a roman numeral for ten. I’m not trying to make this update seem more extreme than other updates; it just happens to look amazing with an X at the end.

Alex is working on adding the store to Outwitters, after which he says we are “feature complete”. My ears perked up a little when I heard that. Don’t let the word “store” throw you, we won’t be selling hats or gold or nuclear arms (you can’t hug the world with nuclear arms). Just teams and maps. We don’t even have plans for bugging you with ads. This is the ideal we’d like to make work. We’ll see how that goes.

In Artland (population: me), the game tiles are getting a makeover. One thing that stood out for me from GDC was art directors talking about focal points, contrast and color. These were important lessons from art school that I’d left to die by the side of the road. I was drawing tiles the same way I drew characters, and everyone kept asking what they did! They are walls. They do nothing. IGNORE THEM.

Categories: Outwitters

A Post About a Lot of Things

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You may have noticed that Tilt to Live HD‘s retina update hit the App Store last night. That’s the first thing we’ve sent for approval since, like last March. We vaguely remember this feeling. I think it’s called accomplishment.

Meanwhile, in Outwitters

Retina blowup is going smoother than TtL’s did, even though the game is 10 times bigger or something. We were quasi-prepared for this. Alex is still busy fixing bugs and adding stuff, so I have even more time to address bad art. I’m glad we’ve taken so long. The gameplay is better balanced for it, and my art skills have gotten lots of practice redoing things.

Also, we’re in the process of rolling this guy out, which should come in handy when you’re looking for a 2v2 partner:

 

Tilt to Live HD Gets the Retina Bump

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I don’t know if you guys remember, but we made this game a while back called Tilt to Live HD. Then the iPhone 4’s retina display came along, and we wondered whether we had gotten our app names backward. So with the release of the iPad 3 and its retina display, we decided  it was time to finally justify the HD monicker. We’ve spent the last two weeks or so digging through the most poorly organized art files, the most amateur of code, and at last we’ve submitted the retina update. It’s on it’s way through Apple’s approval process to come live on your iPad 3 soon.

Just look at how much detail we were able to pack into the enemy designs!

 

Categories: Tilt to Live HD

What We’re Playing – Mar ’12

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Adam the Artist

Silent Hill Downpour is finally out, and the reviews I’ve seen are split pretty evenly between love and loathing. I’m about 5 hours in, and though it definitely has its share of blemishes (read: haunted police cars), I’d say Vatra gets it. It’s an interesting character-driven journey in the tradition of SH2 (though it feels less mature so far), and it does some clever things to evolve the series gameplay-wise. Opening the town up into more of a sandbox experience was inspired (but all the choke points and dead ends are pretty discouraging for me).  I think I’ll always have a soft spot for this series, because these are horror games that at least try to approach things seriously.

On iOS I keep coming back to Beat Sneak Bandit, a stealth/rhythm/puzzle game from Simogo. It’s beautiful, clever, and it won Best Mobile Game at the 2012 Independent Games Festival. I don’t have the best sense of rhythm, but this kind of one-more-try gameplay does a pretty good job of sucking me in.

Alex the Codesmith

I managed to find time to play and ‘finish’ (although I don’t think that’s the right word as I think it encourages multiple replays) Journey. The newest game from thatgamecompany (makers of flOw and Flower). The game is an amazing piece of work. And my experience with it was quite fascinating.  They definitely took lessons learned from their previous games and have applied them masterfully here in regards to flow, control, and feel of the game. I recall starting the game out and going through the first few segments by myself. Other than the gorgeous graphics, there wasn’t much else that was keeping me interested and my patience was wearing thin. Then another journeymen’s head popped up over a hillside and then within a few short minutes I understood what TGC was aiming for with this game. They’ve done something really special in terms of making a single player game feel relevant outside the bounds of the game. It’s hard to explain, but once I experienced the feelings and emotions that Journey had me go through with fellow travelers it made me giddy for the future of this platform and the single player ‘experience’. Although, Journey felt much more closely to a work of art than a game to me. In terms of mechanics and story the game is pretty shallow, but what they accomplished with their laser focused premise of Journey I think will stick with me for a while, and I think will serve as an excellent reference for designers who wish to raise the bar in the ‘experience/interaction’ category of game design.

I, sadly, haven’t been doing much exploring on iOS. I’ve been coming back to the usual staple of Disc Drivin’ and Scramble with Friends. I flirted with Draw Something for a bit before letting it go. I appreciate what it’s done and was able to prove. In a marketplace where conventional wisdom tells you that you have to have traditional game mechanics and victory conditions to be successful, Draw Something turned that convention on it’s head and showed us how many people there really are outside our insular ‘gamer circle’ waiting to be entertained.

Categories: News
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Release Dates: You’ve Been Burned Before

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We’re back from GDC, and only I have escaped the clutches of the conference plague. The one where fluids burst forth uncontrollably from every orifice. That’s what I’m told, anyway. Alex and our sound designer Mike were less fortunate, so they’re both out of commission until the spewing ceases. Then I imagine they have mopping to do. I am the one man left ™.

Our GDC meetings went well, Outwitters got some hot news love, and I got to see a ton of really interesting lectures from people who make games better than me. Oh and the iPad 3 is a jerk, cause now I gotta make lots of stuff THAT I ALREADY MADE AND AM SO TOTALLY OVER bigger. We’re going to try updating TtL HD to retina first, and if these dusty old, unorganized, what-the-hell-was-I-thinking art files play nice, maybe we’ll release it.

You may notice in our news clips that we keep saying we’re about two months away from Outwitters’ release. We’re gonna try really hard to not be liars again. We have in fact read The Boy Who Cried Wolf and taken its lessons to heart. Trailer’s coming sometime soon.

 

Categories: Outwitters

Off to GDC!

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We’re on a plane to San Francisco this morning, ready to show Outwitters to some press folk after a few hard weeks of polish. You might wanna keep an eye on TouchArcade.com next week to see if they post about their hands on experience with the game. Also, I drew you a picture.

Categories: Outwitters

Outwitters Update?

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Another marathon painting week for me while Alex squashes bugs. GDC… uncomfortably… close. Not much time to get this message to the outside world. Tell our moms we’re okay.

Categories: Outwitters