Dinowaurs Website Launched
The Dinowaurs website has officially launched. There's a brief description of the game, a note about the release, and some of our early concept art.
More will be added as we go along. Enjoy!
The Dinowaurs website has officially launched. There's a brief description of the game, a note about the release, and some of our early concept art.
More will be added as we go along. Enjoy!
Posted by
torncanvas
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12:18 PM
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Labels: dinowaurs, game development, intuition
Finally the day has come! Kongregate announced our game Dinowaurs among the first set of games for their Premium Developer Program. So far, we've been mentioned on Gamasutra, TechCrunch, next-gen.biz, and Gamezebo, and interviewed by IGN. It has been an amazing experience so far. As I've alluded to before when I talked about Indie Bootstrapping Opportunities, we think Kongregate offers a really good deal for indie developers looking for funding so they can bootstrap a game company.
After three or so months of holding it in, we can finally unleash the flood gates of development sharing upon the public. So stay tuned for frequent updates on the development of Dinowaurs.
Below is a snippet of a press release we sent out. Mike's quote is my favorite part. :)
Dinowaurs is a multiplayer strategic combat game where two innocent dinosaurs, armed to the teeth with bombastic weaponry, are forced to partake in a kill-or-be-killed fight to the death, where only one will survive. Because the dinosaurs are only focused on food, like cows grazing in a pasture, they are oblivious to the surrounding battle and are inadvertently causing their own extinction.
"We've always loved dinosaurs ever since we were kids," said Josh Larson, Intuition's Chairman of Markerboard Doodling. "We are excited by the idea that we could express that love through video games, one of our generation's most popular art forms." Mike Boxleiter, Vice Chair of the Wheat Advisory Committee for Intuition added, "As children, our knowledge of dinosaurs was limited to our imaginations. But as we grew older and learned the stories of our parents' youth, we were able to gain deep insight through their first-hand accounts of the terrible lizards that roamed the land in those days. Now, we've finally been able to pass those on."
Intuition Games formed around the idea of the game, when in May 2007, Ted Martens and Greg Wohlwend had an idea for a dark and humorous cartoon dinosaur fighting game. The dinosaurs were actually unaware of the fact that they were fighting since they only cared about food. Josh and Mike had been brainstorming game ideas on an internet forum and met with friends Ted and Greg to hear about the idea. The group hit it off and developed the Dinowaurs idea into a multiplayer combat game with a unique strategy element of villages that produced the weapons for the dinosaurs.
“Dinowaurs is a fantastic concept that plays off the incongruity of innocence in a dark and violent setting,” said Chris Pasley, Director of Games at Kongregate. “We’re really excited to be working with Intuition to develop this as one of our first premium games.”
Posted by
torncanvas
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2:37 PM
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Labels: community, dinowaurs, flash, game development, intuition, kongregate
The Opportunity
Like many who pay attention to such things, I've become convinced that web-based games centered around 2d, interactive vector graphics platforms like Flash and Silverlight are here to stay - at least for the next 5 years or so. Sites like Newgrounds and Kongregate are growing huge communities of both developers and players. You just can't deny it - Flash games are popular. It would therefore be easy to assume that there will continue to be growth in both the number of games and the complexity of games for these platforms. If the complexity of games continues to grow, you can be certain that there will be a growing need for 2d character animation tools. I think this represents a perfect opportunity for a startup agile software developer with a keen design sense to come in and disrupt the market.
The Context
In video games (as of right now, mostly 3d games), character animation is usually accomplished using a technique referred to as "skeletal animation." The idea is that game developers use a software tool, often developed by a third party, to create a skeleton and match up the character to that skeleton. This process of matching up the character to the skeleton is called "skinning." When it's done right, game developers can move the bones and bone helpers (collectively a "rig") of the skeleton and the character will follow. Because the character rig can be created to match the proportion and arrangement of skeletons found in living things, this technique can lead to very life-like animations.
When planned correctly, this process, although complicated, actually saves time compared to the sweatshop-like manual labor of traditional cel animation "perfected" by Disney in the 60s. In fact, this is one of the main reasons why CG animation is so popular these days - all the animation houses can save labor, and therefore money, by using skeletal animation.
The Current Choices
So then if Flash games are so popular, there must be a lot of good tools that can do this, right? Well, what was surprising to us is that there aren't a lot of tools that can do this. In fact, there are currently only two known tools that can do this: Animé Studio Pro and Toon Boom Digital Pro, retailing for $200 and $3000, respectively. After dropping a few grand on licenses for the Adobe Creative Suite, spending another $3000 per user isn't that appealing. For many Flash game developers, it's really Animé Studio Pro or nothing.
Now some could blame a lack of demand as a reason for this, which is a good guess. Many Flash games developers make games on a nickel-and-dime budget - like the cost of one license of Toon Boom Digital Pro! However, with the recent popularity of web-based MMOs, and the recent announcement of Kongregate's premium games program, I think this is going to change. Flash games will start making money and growing in complexity, necessitating character animation tools that offer skeletal animation. Even before that happens, there's plenty of room in the animation tools market for more competitors. And by that I mean more than two competitors.
The Solution
I challenge a struggling startup agile software developer to create a character animation tool that is targeted specifically to Flash/2d vector game developers. Here's a list of things to keep in mind:
Ironically, adding character animation tools to Adobe Flash itself would be one of the best solutions. The interface is already pretty friendly and well-designed, especially for those familiar with Adobe software, like most artists and designers in game development. Obviously, the output would be Flash-friendly, and the workflow would be simpler since there are less apps to juggle.
Still, it would be great for someone to make what would essentially be a Flash plug-in outside of Flash. And that way you could even support other vector platforms and allow community participation, too.
Taking it even farther, you could make the app in Flash itself, so that the character animation would be in-engine. In fact, someone's already doing that. His name is Jim Armstrong and he's working on some character rigging software as part of the Singularity library. It's just one small step for man, but his work could definitely lead to a giant leap for Flash game development. Please don't be mad at me for that one, I just had to...
Posted by
torncanvas
at
3:21 PM
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Labels: dinowaurs, flash, game development, intuition
We're here and we've cracked open the laptops. It's time to begin. I'm going to set up a chat in this post for those who are participating remotely and anyone who wants to "stop by" and say hi.
(Game Jam is over, chat removed)
Posted by
torncanvas
at
1:58 PM
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Labels: community, game development, indie game jam, intuition
It's been awhile, and I know you have all been clamoring for a new post, but we've been busy with business stuff, and I've been busy with Rome. If you're interested in my personal exploits in Rome and the surrounding area, check out my blog at my personal site.
In other news, Intuition squeaked out a little PR with a requested article from GameCareerGuide.com about my game dev education experience at ISU. You can read the whole article here.
Posted by
Greg
at
9:33 AM
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Labels: advice, dinowaurs, game development, Greg
Bigger. Better. Baddassier. The Iowa Indie Game Jam is back. Game development indie style is happening this weekend in Ames, Iowa. Not sure what game we're going to make yet. As for platform, current discussion is between DS homebrew, Flash, and Silverlight.
It's going to be awesome. And we'll post progress on this blog. In case you were wondering about the talent that will be there, here's a list:
Posted by
torncanvas
at
8:45 PM
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Labels: game development, indie game jam, intuition
In some form or another, Intuition has been around for 25 weeks. Woohoo! A lot has happened since then, and a lot more is about to happen. The last 3 weeks or so have been quiet on the surface, but it's really the calm before the storm. We see the skies getting dark, the pressure building, and we can feel our hair stand on end.
That hasn't stopped us from getting a little work done, though. Aside from some random business things, we've done a little work on Dinowaurs in the form of more sketches, a little back-end prototype work, and setting up the Dinowaurs website. We thought we'd show some images and stuff there eventually.
We've got our eye on the skies, though. And when she comes, we'll be ready.
Posted by
torncanvas
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4:03 PM
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Labels: community, founding, game development, intuition