Yesterday Valve updated Portal 2 to add the Perpetual Testing Initiative. As the video above suggests, the PeTI is an easy-to-use level editor and a place to share the levels you create and play, rate and comment on levels by others. IGN has a great video tutorial that’ll get you started.
Portal 2 has been reduced to £5.09 on Steam until May 11. Continue reading
GamesDev South Wales started up fairly recently and plan to meet every month. The next gathering is upstairs in O’Neill’s this April 25th at 7.30.
We’re trying to find anyone involved in the computer games industry in South Wales – whether AAA, indie, mobile, social, handheld, desktop or whatever – and get them together. Students and hobbyists are welcome, too!
They are also on Twitter and seem to organise via their Google Group.
I don’t work in game development, but I’d love to! If you’re interested in that, then you’ll probably be interested in this… Continue reading
This might be the blog post that goes on to define TL;DR.
So begins an epic multi-part blog post containing the entire email conversation between Asher Vollmer the developer of an iOS puzzle game, and Greg Wohlwend, a designer he brings on board to add some serious good looks. The result is Puzzlejuice (now in the app store).
Parallax is an interdimensional platforming and puzzle-solving game. The goal in each level is to reach the exit by travelling between two overlapping dimensions through rifts. Parallax challenges the player to think beyond the spatial boundaries of traditional platformers.
Pure black and white is a difficult style. These guys seem to have nailed it.
Vincent Ocasla says that in fashioning the “Magnasanti” metropolis, he has “beaten” SimCity by creating the max stable population of six million. It consists of four grids of identical 12 x 12 grids with everyone’s workplace within walking distance. There are no roads, the city runs entirely on subways. There’s zero abandoned buildings zero congestion, and zero water pollution. It sounds like paradise, but it hides a dark core with a sinister message for would-be top-down urban planners.
via How SimCity Teaches Us The Pinnacle Of Urban Planning Is A Totalitarian Death State – consumerist.com