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pax_rising_2019 [2020/12/03 11:48]
sausage
pax_rising_2019 [2021/02/02 01:23] (current)
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 This year was my first ever visit to PAX, a road trip down to Melbourne with some mates. I went to the Saturday session. A pretty amazing time. The people, my goodness the people. The organisers sure know how to pack them in. This year was my first ever visit to PAX, a road trip down to Melbourne with some mates. I went to the Saturday session. A pretty amazing time. The people, my goodness the people. The organisers sure know how to pack them in.
  
-<wrap project-image project-image-no-float landscape>+<wrap project-image>
 {{:pax2019:wayne-at-pax-2019.jpg?nolink&400 |}} {{:pax2019:wayne-at-pax-2019.jpg?nolink&400 |}}
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 77 booths were on the floor, run by Indie Developer teams and individuals showing off both completed games and productions still in progress. 77 booths were on the floor, run by Indie Developer teams and individuals showing off both completed games and productions still in progress.
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 I had a great time talking to the developers and artists at many of the stands. I was interested in the development framework chosen, the approaches to art style, the inspiration behind the themes, many having fairly surprising stories. I had a great time talking to the developers and artists at many of the stands. I was interested in the development framework chosen, the approaches to art style, the inspiration behind the themes, many having fairly surprising stories.
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 Firstly a note on the frameworks... it was pretty much a Unity love-in. There's not a lot of variety on the choices here by teams. I did find one or two on the Unreal Engine, but it's pretty much commercial engines all round - no open source to be seen (as far as I found). Firstly a note on the frameworks... it was pretty much a Unity love-in. There's not a lot of variety on the choices here by teams. I did find one or two on the Unreal Engine, but it's pretty much commercial engines all round - no open source to be seen (as far as I found).
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 I can understand the rationale after chats with the various developers. Unity is quick to get up and going. And even with the commercial payback to Unity, if you don't make the sales, you pay nothing to the overlord masters. But if you do, it's good for both parties. I can understand the rationale after chats with the various developers. Unity is quick to get up and going. And even with the commercial payback to Unity, if you don't make the sales, you pay nothing to the overlord masters. But if you do, it's good for both parties.
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 ===== Broken Roads : Drop Bear Bytes ===== ===== Broken Roads : Drop Bear Bytes =====
  
 +<wrap project-image project-image-no-float>
 +{{:pax2019:broken-roads-drop-bear-bytes.jpg?nolink&400 |}}
 +</wrap>
  
 This is a turn based action game based in an Australian outback setting. If you think of Final Fantasy turn based gameplay in a Mad Max world, that goes some way to describing it. The idea is to get from a remote outback town to the top of Queensland, where the promised land awaits. This is a turn based action game based in an Australian outback setting. If you think of Final Fantasy turn based gameplay in a Mad Max world, that goes some way to describing it. The idea is to get from a remote outback town to the top of Queensland, where the promised land awaits.
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 There is a lot of class to the artwork. Several members are involved with creating the various art backgrounds and assets. I was taken with the hand drawn style of the game. There is a lot of class to the artwork. Several members are involved with creating the various art backgrounds and assets. I was taken with the hand drawn style of the game.
-Wayward Strand : Ghost Pattern+ 
 +===== Wayward Strand : Ghost Pattern ===== 
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 +{{:pax2019:wayward-strand-ghost-pattern.jpg?nolink&400 |}} 
 +</wrap>
  
 I like a good point and click adventure. Really pleased to see this genre making such a comeback. But what interested me the most when talking to the team members was the time and effort that went into the background research for the theme and setting. I like a good point and click adventure. Really pleased to see this genre making such a comeback. But what interested me the most when talking to the team members was the time and effort that went into the background research for the theme and setting.
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 ===== Exo One : Exbleative ===== ===== Exo One : Exbleative =====
  
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 +{{:pax2019:exo-one.jpg?nolink&400 |}}
 +</wrap>
  
 Exo One was quite the attention grabber. Take an orb, give it the ability to traverse the planet at neck-breaking speed, let it flatten out in order to soar. You need to reach a sort of transporter beam to send it upwards and onwards to the next planet. In the greater scheme of things, that's all there is to it. Exo One was quite the attention grabber. Take an orb, give it the ability to traverse the planet at neck-breaking speed, let it flatten out in order to soar. You need to reach a sort of transporter beam to send it upwards and onwards to the next planet. In the greater scheme of things, that's all there is to it.
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 ===== Dead Static Drive : Team Fanclub ===== ===== Dead Static Drive : Team Fanclub =====
  
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 +{{:pax2019:dead-static-drive.jpg?nolink&400 |}}
 +</wrap>
  
 This game is fluid and beautiful. Nice bunch of people working on it too. The first thing that struck me was the art style. When talking to the developers, I pointed out a similar look to Delphine Software's "Another World" and to a lessor extent: Flashback. While not a direct attempt to re-create that style, quoting the developers: "We're from that era". So, the influence is definitely there, and it's done exceptionally well. This game is fluid and beautiful. Nice bunch of people working on it too. The first thing that struck me was the art style. When talking to the developers, I pointed out a similar look to Delphine Software's "Another World" and to a lessor extent: Flashback. While not a direct attempt to re-create that style, quoting the developers: "We're from that era". So, the influence is definitely there, and it's done exceptionally well.
pax_rising_2019.1606996112.txt.gz · Last modified: 2021/02/02 01:23 (external edit)