We’re finally back from Gamescom and it’s been an incredibly exhausting yet satisfying experience. The Creatures 4 team worked extremely hard to get the game to the state it was at the show and while we’re still far from our goal, most of the guys on the team have not slept for some time and really worked their ass off to deliver the demo on time.
Since the lid on the project PR has been lifted I can now talk more freely about the game and give you most of the information you’ve been eagerly waiting for. Before reading on, please keep in mind a couple of important points:
Creatures 4 is more than a new chapter in the series. It’s a complete reboot for the Creatures IP and this means several things I will tackle in this post; most of all, it means that we wish the game to be an evolving product which will hopefully stay with us a long time. Free-to-play games live as long as there are players to support them and who allow us developers to listen to community requests and feedback to make the game better and richer with content. We see the initial version of the game as a starting point which we will improve upon with updates and new content.
During the AiGameDev Conference 2010 at Paris Claudio Pedica, a researcher at CADIA Labs, Reykjavik University, currently collaborating with CCP Games presented us their new social interaction system in a talk titled Human Territoriality for EVE Online’s Socially Smart Characters.
We’re happy to finally announce our new iPhone/iPod Touch game!
Some of you might know it, some of you might even have used it, hell…some of you might even be really crazy about it…Ladies and gentlemen, here it is:
Featuring the NSD Powerball, the world-famous gyroscope (of which we’re pretty huge fans ourselves!), POWERBALL lets you spin your iPhone/iPod to incredible speeds and compete for the highest score over several gamemodes!
On top of that, the game features the whole collection of gyroscopes, all beautifully rendered and animated!
Start warming your wrists up and stay tuned for more info and screenshots!!
As you may have read on this blog a week ago we began porting the Mojito Engine on the GNU/Linux platform.
It’s going pretty well, faster than I originally expected. I started by translating the display part, initially running with DirectX on the Windows version and now running with OpenGL. The result was as expected, and that’s how we were able to post the first screenshot you’ve seen in an earlier post. We rapidly figured out that the input system provided by GLUT was not exactly what we needed. So we decided to rewrite that specific engine part with SDL in order to have not only the keyboard but the joypad too!
And I’m proud to say that everything is now fully working My next task will be to port the sound system of the engine.
As you can see in World of Goo, created by 2D Boy, they had about 17% of their sales on the Linux platform. It looks like a lot of open source gamers are just waiting for some stuff to play on the penguin!
So, be ready, Linux-users! Because in a not so distant future, you will be able to run on your hardware some Fishing Cactus games and show off in front of all your friends!
In the first post, I introduced the thread local storage we use across all platforms. The main goal was to provide similar interface and features as __declspec( thread ) variables provided by some compilers. The previous post reproduced in pure C++ what gcc and cl.exe allowed as extension, but on every platform that supports at least 1 thread local storage. The goal of this post is to extend the existing system to all types including complex classes.
WOW! Shaun White iPhone Origins trailer has been released, I attached it below! For those who missed the previous news, Shaun White Origins is the new game on which Fishing Cactus heavily participated.
You can also take a closer look at the teaser, trailer and have some additionnal information (such as screenshots) on the official website setup by AMA. Enjoy.
If some of you wanted to know more about Minim, our new iPhone game released yesterday, here is a small video showing how this game plays. Thank you Sandrine for the shooting.
After the terrific success of Shift (downloaded more than 1,400,000 times), we are now proud to release our next new game called Minim on the App Store.
Developed in close collaboration with Atomic Cicada, Minim is a port of the original puzzle flash game they created.
But how original is this game you may ask? Well most games offer you to get more and more, in Minim you start with more but end with less. It is your time to get a chance to play with a chemistry set and your goal is to obliterate molecules by combining connected atoms, reducing the subatomic matter to a single particle.
Shift has been featured as one of the best 50 iphone / ipod touch games in the famous gaming magazine EDGE.
Here’s what they say about the game: “The sharp presentation and ingenious level design will make you flip the gameworld around to get your character to the exit. There’s not much to it, but what there is still make your head hurt.”
I take the opportunity of this post to remind you that we made a big and free update on the game adding several brand new levels.
- Working on Creatures 4
- Working on 1 3DS project
- Working on 1 iPhone projects
- Finishing a kid game for PC/Mac
- Finishing 1 Serious Games
- Working on Mojito Engine