Sorry, but the monthly game is going to be a little late this time. The game is done, but I can’t upload it to the web server It’s my ISP’s fault. I can’t get a connection from my desktop computer to the web server.
(I’m writing this entry in lynx from our schools web server). Unfortunately I’m traveling during the weekend so that can cause even further delay. I’ll try to get everything up and running as soon as possible.
I posted this only, because I didn’t have enough free time to do a parody of Rod Humble’s newest game Stars over Half Moon Bay. Which is a shame because last years April Fools’ Joke worked like a charm.
I’m on the road, but here’s some quick news about Crayon Physics Deluxe, that were just too delicious to pass.
Cama has created an amazing fansite for Crayon Physics (Deluxe). You can download level packs for Crayon Physics and there’s a video tutorial for the horrible Crayon Physics’ level editor. Crayon Physics Unofficial Game Blog
Chris Baker wrote a great article about Crayon Physics Deluxe for Slate. He wrote that the game looks like it was designed by a third-grater. I take that as a compliment.
Game Developers Conference was lots of fun, not because Crayon Physics Deluxe won something there, but because I had a great time hanging out with friends and fellow developers. I wish I could have spend more time away from the booths, meetings and general “work” and spend more time checking out the lectures, hanging with friends and partying. Hopefully next year won’t be so hectic.
Anyway during the first days GDC I asked a bunch of friends and fellow game developers to draw crayon versions of their games. But I lost my crayons during the award show (I had to do the sign while running to the stage and I dropped my crayons and I couldn’t find them afterwards ), so I couldn’t get these from everyone I wanted to. Which really sucks. But here’s what I got.
The IGF winners World of Goo and Crayon Physics Deluxe melt together and form this ultimate unstoppable game: World of Crayon Goo Physics… Deluxe drawn by classiest dressed IGF winner Ron Carmel.
Someone drew this and didn’t even leave a business card. It’s awesome so thanks!
It’s quite a small clip and all I get to say about the game is “you draw stuff, they behave physically correctly and you solve puzzles”. But I’m glad they included it there anyway. There are also couple of other indie developers there; Mårten talks about Fret Nice and Darren demonstrates Iron Dukes. It’s great to see that indie games are getting some airtime, in between GTA IV and Gears of War 2.
Also I was positively surprised to see Crayon Physics Deluxe talked on DL.TV. They did this small round up of couple of the IGF games and Crayon Physics Deluxe was one and the other one was the sweet 2D/3D platformer Fez. While they didn’t really have any real footage of Crayon Physics Deluxe, they talked about the game in detail and got past the “you draw stuff, they behave physically correctly and you solve puzzles” stage. Garnett Lee has some really constructive comments about the game and he “got” what it’s really all about.
The Crayon Physics Deluxe part starts around 1:30 mark.
I and bunch of other indies did these interviews with 1UP people at GDC and they posted them online now. I’m having a really hard time watching myself being interviewed. Part of it is, that I always have the hardest time watching video footage of me and the other part of it is it’s really laggish and it loads for ever.
Make sure you check out the other more articulate indies as well:
That was my acceptance speech. I wrote it in crayons on my way to the stage. I still can’t believe it, but Crayon Physics Deluxe won the Seumas McNally Grand Prize at the Independent Games Festival (IGF).
I’m just happy that I got to continue the tradition of crappy acceptance speeches (with monocoles) at the IGF.
I really didn’t get a change to thank all the people who have helped me make the game possible. I felt a like a self centered brick, for not thanking anyone, but I didn’t prepare at all for the possibility that I might win, so I was afraid to thank anyone, because I might totally forget a bunch of people. So here’s a list of people without whom, the game would have never been made.
* _Ghost (Jarogniew Slotala), huge thanks for creating such an amazing piece of music and for allowing me and other people to use it. I think it’s hard for an outsider to understand how much his music changed the game, I wasn’t sure about the exact feeling I wanted the game to conceive and it wasn’t until I listened to his song I realized what I wanted.
* Erin Catto, for his marvelous physics engine Box2D. Which he has created on his free time and which he generously released as an open source project and has never asked anything in return.
* Jussi Laakkonen for helping me out with the business stuff.
* Juuso Savolainen for helping me out with some of the coding stuff.
* Daniel Benmergui for helping me out with the design stuff.
* Petri Luukkainen for being an awesome friend, play testing the game way more than is humanly possible and for doing the youtube video.
* All the testers who have given me their precious time to use for the improvement of the game. Without you guys the game would have never made it!
* Kyle Gabler for inspiring me to start doing prototypes!
* All the people who wrote comments, forum posts, blogged about the game, emailed me about, harassed me about it, the guy who kidnapped my cat and demanded that I’ll do a never version of the game or my get gets it… Huge thanks to you all, with out you I probably would have never made the game.
Edit: This was the reason why I didn’t want to say any names during the acceptance speech, because I was sure I’d forget someone. So I wrote this blog post in a hurry so I forgot to thank Ale Fernandez and Krishinda Powers for allowing me to use their sample “Krishinda Singing” in a commercial product. Also thanks to _ghost for allowing me to use Lullaby in (in which “Krishinda Singing” is used) in a commercial product. (I feel awful for forgetting them )
Lucky me, in a couple of hours I’m off to the Game Developers Conference. I should probably sleep, but I can’t. I’m too excited. Not that much about GDC, but because I have two new games on my computer that I can’t really play until I get back from San Francisco. The first one is World of Goo’s Chapter One and the second game is Audiosurf. I pre-ordered both of them and they both were released right in the middle of this GDC travel mess that I’m trying to sort out.
If Kyle and Ron had released all the chapters to World of Goo, I would have probably just said “Screw GDC, I’m staying home playing World of Goo and Audiosurf”. Lucky for me they didn’t.
Anyway if anyone reading this will be at GDC, come by the IGF booths and say hello. I’ll be there playing World of Goo and Audiosurf. I also have my own game there that I’m supposed to be demonstrating and representing. But to be honest I’d rather just surf through my Fantomas collection, which I’m planning of installing on Dylan’s computer as soon as he moves away from it.
Oh and didn’t get the Grammar Nazi update done in time. I blame Tim and his interview!
In the middle of this GDC travel shenanigans I ended up chatting with Tim W. of IndieGames.com. We chatted about things and then end up doing this quick informal interview which can be read here: Interview: Crayon Physics Developer Petri Purho.
And it’s also worth nothing that if it wasn’t for Tim’s interview you would probably already be playing the new version of Grammar Nazi (not really). But hopefully the Grammar Nazi update is done by today. Also happy Valentine’s day to you all!