Got Game?

By Daniel Carvalho

    The last couple of weeks have been rather exciting in the gaming industry. GDC 2010, which was incredibly interesting from both a mainstream and indie perspective, has just come and gone. There is tons of content to consume lately, and you can spend several nights just reading interviews and watching gameplay footage.  But what has made these recent weeks particularly exciting for me, is that I’ve started development on my own game.

    And it has been a blast. While I don’t want to say too much about the game at this stage, I felt that it was the right and proper time to announce it now. It is, of course, a very small scoped game, that was actually conceived while I was busy working on the technology for my original game concept. Basically, the game I intended to create first, is far more content heavy and demands several months of development time. While working on the game engine, and things started to come together, I realized two things: 1. I wanted to play with the technology I had now; and 2. The game I intended on making first was going to take substantially longer to develop.

    Although, it’s not quite as simple as that. The rationale behind my current direction is quite layered and granular. Such as I’ve always wanted to exploit this fun gameplay element that has been residing in my head for years. That development on this game would not, in fact, impede and sidetrack the development of my original concept.  Instead, it would contribute to a common technology base that would be shared between the two game ideas, sans additional complex systems that would be needed for the original concept to be realized.

    The decision in re-scoping the project and developing this new idea, serves as an ideal way to cut my teeth, while avoiding being constantly inundated with more complex problems, that will take me months to figure out on my own. So the motivations for this direction are very clear, and to fully explain how these decisive factors perfectly overlap, would require me recording audio, a video, talking in front of an audience, or directly speaking to you (while revealing too much).

    So I’m stoked, amped, psyched to get this ball rolling faster and into your hands.

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    Doom 4 has a Logo

    By Daniel Carvalho

      DooM 4 has a Logo

      It would be an understatement to say that information regarding Doom 4 has been tightly guarded. So you can imagine my excitement when during one of my id Software stalking episodes, I came across the new logo for Doom 4 on their job opportunities page. Discreet, but delicious.

      And I must say, I like it. I love the way the logo honours its lineage, while maintaining a character of its own. Although this doesn’t relieve the intense deprivation I’ve been burdened with since id Software first announced that Doom 4 was in production, it certainly wet my lips.

      I’m also beginning to think, that if you want the latest and exclusive news on id Software’s projects, their job opportunities page is where it’s at. As far as I recall, the first announcement of Doom 4 came from the very same place, when they were looking to hire new talent to work on the game.

      Taking the logo reveal as an omen of news, I scrubbed a little further and came across Doom 4’s page on Wikipedia, informing me that a writer by the name of Graham Joyce has been penned “to help develop the storyline potential”. Something that Computer and Video Games reported that I apparently missed. It’s good news, as id Software has always been in need of a good writer. However, their games have always excelled at delivering an amazing experience, which fills in the gaps of a under-worked storyline. In fact, to add an overly embellished storyline would actually become a detractor to the overall experience.

      Gosh, I really do hope the new Doom is more like the original. Which is the impression I’m given by the new logo. The fact that the texture on the lettering appears to be concrete, with a little earth thrown in on the bottom half. Although to be fair, it equally if not more so, depicts a Hell-ish type theme; but let me elaborate on my first assumption, a man has to dream. The setting and style exhibited in the first two episodes of the original Doom (Knee Deep in the Dead and The Shores of Hell) is very hard to rationalize. Almost inexplicable. The architecture consisted of large, monolithic, concrete structures with technology embedded here and there. It reminds me of mall designs back in the 70’s and 80’s. Lots of concrete and open spaces. I guess what makes it so confusing is that it’s like present day buildings, but with highly advanced technology mixed in. It had a unique feel; and while I loved Doom 3’s futuristic, cold steel, hydraulic theme (which I think id Software nailed), I do miss the oft vacant and sparse facilities, that haunted moons.

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