Posts Tagged ‘dundee’

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Out Now – Word Trick For iOS

15/02/2012

Word Trick, Outplay Entertainment’s first title for Apple iOS is now live on the App Store in the US, UK, Canada and Europe.  The game is new take on the classic board game formula.  Players take it in turns to make the highest scoring words they can from a selection of eight letters.

The board features the familiar double and triple letter or word scores, but Word Trick adds a new element with green ‘trick tiles’ which give players bonus points when they’re used in groups of three or more.  Up to four players can take part in a single game and players can have up to 21 games in progress at any one time.

Clear?  Good.

Word Trick can now be enjoyed by Facebook and iOS users alike.  On the same game.  On different platforms.  Mind BLOWN.  Truly we are in the FUTURE…

You can also play against other players in the same location by passing your phone back and forth, like a tiny electronic board game of joy.

Word Trick for iOS is available now for your iPad, iPod or iPhone.  There is a free, ad-funded version of the game available now.  A paid for version which removes the adverts will be available shortly.

Go get it.

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Seabraes To Get StartUp Container Park?

01/02/2012

The Courier is reporting that Dundee’s Seabraes Yards, the digital media hub of the city, with commanding views over the Tay bridges, and err, Tesco, may be getting a ‘container city’ aimed at giving start-up companies low cost office space.

The number of freelancers, indie studios and start ups is growing rapidly and Dundee has yet to get a hot-desking, open source low cost solution for smaller companies, so this could be a popular move.

What do you think indie/freelance/start-up type readers?

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Cobra Tantalises With Coming Soon Creative

31/01/2012

Whatever will they think of next?  Cobra has started promoting a forthcoming game – BEFORE IT’S EVEN RELEASED!

Their so-called promotion will be looked upon by the wider industry with the greatest disapprobation and their concept will be stolen, pirated and released upon the lawless streets of the world before they can draw breath.

Will it be mobile?  Will it be online?  Will it be social?  What genre is it?  THEY DON’T SAY!  There’s literally NO information there.  It’s like the expect people to GUESS or actually wonder what they’re up to.

It’s IMMODEST and crass.

It’s clearly madness!

Looks very nice though.  Count us as impressed.

(Oh and the rest of you.  Yes, you lot.  This is a GOOD idea…)

 

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Tag’s Funpark Friends Nominated In International Mobile Games Awards

27/01/2012

Tag’s first title for its casual/social TagPlay label, Funpark Friends, has been nominated in the Best Social Games category in the 2012 International Mobile Games Awards, which are announced that the Mobile World Congress, which takes place in Barcelona at the end of February.

Congratulations to the team and we’ll all keep our fingers crossed for another win.

You can find the whole list of nominees here.

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Abertay Students Bag Big Bada Boom!

27/01/2012

A team from Dundee’s Abertay University has picked up first prize in the Samsung bada Student Developer Challenge.  The competition challenged teams of students to create new games for Samsung’s app store – starting with a gruelling 24 hour game jam.

Tom DeMajo, Erin Michno and Ian Reynolds, collectively known as Quartic Llama, built Moeba, an side-scrolling, colour-changing action game with a unique organic style. Players have to destroy cells by tapping the phone screen, to keep their character safe.

Abertay University also took the prize for the best university, because it produced the winning team. Three other teams out of the twelve who competed came from Abertay, highlighting the university’s presence within the games sector.

The contest was judged by Samsung and a panel of mobile industry experts.

Erin Michno from the winning team said: “All of the finalists created interesting and high-polished apps, so it was really an honour and a surprise to win the challenge. It was also fantastic to pick up the university prize as it has been great working with the staff and the other Abertay teams.”

Ian Reynolds said: “I’m delighted that our team and university won the competition, and I’ve really enjoyed working with the all the other teams from Abertay that entered. We’re all hugely grateful for the support we got from the University, particularly Iain Donald’s dedication to organising the events at Abertay.”

The team won £5,000 and their game will now be promoted on the Samsung Apps store.

Dr Iain Donald, Computer Games Lecturer and team supervisor, said: “This is an incredible achievement from three very promising young professionals, who have already attracted a lot of attention for their technical skills and creativity.

“A key part of Abertay University’s education is developing industry skills and professionalism – competing against other prestigious universities like Oxford and Imperial College London to win the Samsung bada Student Developer Challenge shows just how well this is working.”

 

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Quarrel Vs The Games Industry.

25/01/2012

Reproduced in whole, thanks to it being pretty much awesome.  A celebration and a challenge.  After the entire games industry told Denki that Quarrel wouldn’t work on console – can we make it a hit?  They deserve it, it’s a damn fine game.  Throw your weight behind this, please.  Buy it, share it, tell people it’s worth it. Let’s make things better for the indie studios and the creators.

Now go leave a comment on the Denki blog and tell them well done…

Today is kind of a big deal for Denki as it’s the day Quarrel finally launches on Xbox! If you’d rather stop reading at this point and go grab it from Xbox LIVE for only 400MSP I won’t be the least bit offended.  No, really, go right ahead! :-)

Still with me?  Well, in that case you might be interested to know it’s more than four years since the initial “Eureka!” moment, and more than two years since the game was fully finished and ready to launch.  And, in case you haven’t already heard, getting this game launched wasn’t exactly a smooth ride for us.  To give you some idea of how not smooth let’s just say it was rejected by almost every games publisher in the world.  Sometimes twice; occasionally three times.

And not because their game acquisition teams didn’t recommend signing it you understand, oh no.  Almost without exception every acquisition team we showed it to thought it was a certifiable, bankable HIT – just as we did.  The problems only started once they’d passed Quarrel up the decision tree to their finance and marketing teams – the bit more commonly known as “The Industry“.

“This game is fundamentally broken – how can I possibly win with only 3 letters when my opponent has 8?”;  “We could never sell this because it’s English language only”; “It looks like a kids game, but it’s way too hard for kids” and everywhere (trust me – everywhere) in between.  We heard the same justifications for passing on it over and over again ad nauseam.

However, one signal came through clearer than any other among the general noise of reasons why Quarrel wasn’t for them, and that was this: “Gamers don’t buy word games”.

Really, I thought?  That’s odd, because I’m a gamer, and I’d definitely buy a word game.  And most of my friends and colleagues are gamers, and I know they’d buy a word game.  In fact almost everyone I know is a gamer; I’m sure most of them would buy a word game.  And even the many hundreds of people who played the game during its development said they’d buy a word game.  Providing it was good of course.  So are you absolutely certain gamers don’t buy word games?

Yes.  Yes they were.  Definitely.

So who’s right then: Gamers like myself? Or the Games Industry?  Well, Wednesday January 25th 2012 is “The Day Of Reckoning”.  It’s Gamers vs The Games Industry, and one of us is definitely wrong.

My money is (quite literally) on The Games Industry being wrong. I remain convinced that Gamers know a good game when they see one and will happily invest in it – even if does involve making words instead of headshots.  That certainly seems to be the case if thereaction to the iPhone version is anything to go by anyway, but maybe console gamers are different? What’s most exciting is that we don’t have to wonder or debate much longer because we’re actually going to know the answer soon enough.

What we’d really appreciate though is your support in proving “The Industry” wrong on this one, and there’s two ways you can help ensure victory for Gamers everywhere:

* First is obviously to buy a copy of the game (or four – it’s only 400MSP and supports up to 4 player online multiplayer, so why not gift some points to a few friends who are always kicking your arse at CoD and see how clever they are when it’s about words rather than guns?);

* Second is to tell everyone you can about the game.  Seriously – discovery remains thesingle biggest challenge facing original games these days by far.  I usually assume everyone else already knows about whatever great games I’m enjoying by the time I’ve discovered them, but it always surprises me how often that’s not the case.  So pleasetake time to tweet, blog or whatever else you can do (however small) to help us spread the world about Quarrel – it all makes a difference.  Reference it in your latest film, tell your MP how disgusted you are at its nefarious pseudo-educational undertones, slag it off for not being CoDdespair at the number of obscure or overtly Scottish words it has in its dictionary, rage at all the rude words you can make when the parental controls are off, write a song about it – anything – so long as it helps spread the word!  Whatever helps people to hear about it and not simply ignore it would be most welcomed by us.  Particularly as Microsoft seems to have gone out of its way to relegate games to an afterthought in the most recent redesign of the Xbox dashboard.

Lastly, Quarrel’s come a long, long way since it first appeared looking like this, and has taken a lot of effort from a lot of people to see the light of day.  So a huge THANK YOU again to everyone who has contributed to Quarrel along the way.  There’s a hell of a lot of you, far too many to list here, but whether you pitched the original idea to Dragons’ Denkiback in 2007, filled in a questionnaire at Carronade in 2008, or saw the whole thing through from start to finish in 2012 you have my sincere and eternal gratitude.  You’ve all made Quarrel in to what I consider the best game I’ve ever had the honour of working on – and that’s saying something, as I’ve been lucky enough to work on some great ones.

It wasn’t the easiest journey to get here, that’s for sure.  There were many times when it would have made far more sense to throw in the towel and get on with making another dual-stick shooter or match-3 game.  But for whatever reason we just couldn’t bring ourselves to give up on Quarrel.  After all, as Zaphod Beeblebrox would say “Hey this is terrific. It means we really must be on to something if they’re trying to kill us!” :-)

We’re all very proud of the Xbox version of Quarrel – the iPhone version is great too of course, but it was originally built with XBLA multiplayer in mind.  We believe that’s whereQuarrel moves from being a good game in to being a great game.  But ultimately, regardless of what those of us who made it might believe we have to leave that for those who play it to decide.  Something we’re only too happy to be able to do at long last.

We hope you like it as much as we do.

See you on the leaderboards!

Colin.

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What’s Hot & Wet & Steamy?

23/01/2012

A lovely cup of tea, obviously.  Which is the main component of Cobra’s dreamy Storm In A Teacup, which is now available on Steam to download for your PC or Mac.

If you’ve not come across the game before, it’s a charming, whimsical and slightly surreal platformer in which a young lap in a teacup must negotiate a lush cartoon landscape, avoiding enemies and using a rather sweet inertia control system to reach the end of each level.  Think Little Big Planet meets Mario.

Storm In A Teacup is both sweet and pretty.  It’s available now on Steam for the extraordinarily moderate price of £2.54.

Go git it, cowboys.

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STV Gazes Into The Future – Of Games!

20/01/2012

The local chapter of STV popped into the Dundee HQ of Outplay Entertainment earlier this week to take a look at what the company’s working on and ponder the ongoing evolution of the games business.

Superstar reporter Holly Hamilton spoke to senior producer Tone Brennan and a handsome passerby to ask how the industry has changed in the last couple of years and what the future holds for the local development studios and publishers (which are increasingly one and the same).

Watch the whole piece over on the STV website.

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Quarrel Finally Heading To Xbox Live – Includes Multiplayer – Millions Make Merry

18/01/2012

Quarrel, the highly regarded word game from Denki hit the iOS market towards the end of 2011.  It proved quite popular with critics and players.  It was awarded excellent scores and hit several ‘game of the year’ round ups.  And scored a BAFTA.

Now Quarrel is coming to Xbox.  The game’s original incarnation will finally hit Xbox Live Arcade on January 25th 2012.  It will cost 400 Microsoft points but, critically, it will include the most requested feature for the iOS version – multiplayer games.

Players will be able to compete against other real-life friends and contacts in nail-biting, lexicographically stimulating challenge of wits and words (and strategic planning).

It’s fun.  It’s fast.  It’s fabulous.  Just go buy it and support good games.

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Digital Goldfish Buoyant As Bloons Reach Lofty New Heights

12/01/2012

Digital Goldfish, the studio behind the hugely popular iOS versions of the Bloons series of games are celebrating a phenomenal start to 2012 with news that the latest game in the series – Bloons 2 - is riding high in the iPhone App Store charts and has had a very successful Christmas indeed on the Nintendo 3DS.

First up is Bloons 2 – the sequel.  Now with MORE monkey, more darts and more bloons that ever before.  Out now for iOS (that’s iPhone, iPod and iPad, readers).  The game hit the UK Top 20 over the Christmas holidays and is continuing right well, according to company boss David Hamilton.

Digital Goldfish also created a brand new version of the game for Nintendo’s downloadable games service, DSiWare.

The tower defence game, Bloons TD, which was released towards the end of 2011 was the UK’s Number 1 DSiWare game over the Christmas period.  The game is currently sitting in the Top 5 games in both the UK and US charts.  You can get it now for a mere 500 Nintendo points.

Which isn’t bad for a friendly little monkey armed with darts and a soul rending fear of inflatable rubber.

Finally, Digital Goldfish released its first game for the rapidly growing Android market.  Bloons TD 4 is out now for all leading Android devices for an entirely reasonable £1.93.

We should also point out that other Bloons games are available, including Bloons TD and Hot Air Bloon.  There are even Lite versions, should you wish to try before you most assuredly buy.

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