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LordRegulus's blog

12:27 AM on 08.20.2008

Professionalism: Dead or Comatose?

Dtoid keeps eating my cblogs. Let's see, third time's the charm?

Yeah. I kinda tried to keep my opinions to myself regarding the whole "developer + lousy attitude = fail" situation, but everyone hits critical mass eventually, right? I'm at my wit's end here, and I need answers. More specifically, I need you (yes, you there) to read my post concerning professionalism in the game industry and weigh in with some sort of insightful input that I can use to better cultivate my career. Shameless self-promotion in a cblog? Sure, why not. What's a little traffic redirection between friends?

Comment here or on the site, whichever is most convenient for ya.   read

11:21 AM on 06.30.2008


Yo ho ho, kiddies!

The game I announced back in May is now finished and ready for your grubby paws to manhandle it! It's 5 minutes long, completely self-explanatory, and Freakin' Awesome (TM).

Download it here, and let me know what you think in the comments!   read

9:50 PM on 05.13.2008


Funny timing for Doc Boa to announce his development intentions literally hours before I post this, but dat's cool. Although I can guarantee that my game has a much smaller budget:

Copypasta from my site:

The game is called Late Again, and it follows the exploits of a downtrodden cubicle jockey who awakens to discover that he's late for work. And you've got to decide if he's going to take the safe route to the office, or explore an unfamiliar and potentially disastrous alternative. It's short - maybe 5 minutes - but I like how it's coming together, especially for a first attempt. I was deeply moved by Jason Rohrer's Passage when I first played it last year, and I think I'm subconsciously trying to achieve the same thing; a really short game that somehow expresses something valuable. I'll let y'all know how it comes together! You can expect to play it in June.   read

8:25 PM on 04.26.2008

Jesus Fuck, I Can't Be THAT Old...

...yet everything in this article applies squarely to me. I play Eve Online more than anything else now, simply because it's the only game that doesn't require me to actually play it in order to become more awesome.

Shit, and I'm a game designer. At least I still spend time, you know, designing.

Oh, and hi again Dtoid. Been a while.   read

5:58 PM on 03.06.2008

I now officially Give A Rat's Ass™ about the iPhone.

Okay, so I'm a bit of a closet Apple fanboy. I have a Windows machine because I love my PC games, but when you really boil it down I prefer to use a Mac - my homebuilt PC is actually dual-booting XP and the iATKOS hack of Leopard. While most of my self-taught game projects are hastily slapped together in Game Maker 7 (yeah, laugh it up, you bastards), I spend a lot of time screwing around with the Mac-only game engine Unity 3D. It's surprisingly robust for such a straightforward toolset, and the tutorials made it easy for me to get a handle on scripting languages (code-retarded as I am).

On a seemingly-unrelated-yet-parallel note, I never really cared that much about the iPhone. It's cool, sure, if a bit overpriced. Its existence certainly doesn't push me to the paroxysms of rage you might expect from a more discerning geek, but I never found that much to get excited about. It didn't really engage me.

Well, until I saw this.

(Video here - skip ahead to 01:00:00).

Now, I'm not a rabid fan of Super Monkey Ball. But seeing a game like that - a dead ringer for a PSP title - running on a mobile device built around digital distribution was like looking into the face of GOD. They built the damn thing in two weeks and it ran at 30FPS. Halle-motherfuckin'-lujah.

So, now that Apple has released their for-realz iPhone SDK, it's only a matter of time before the Unity player gets a mobile port. Until today, I would've killed for the chance to make a PSP title that wasn't guaranteed to net a loss, but now it looks like I can pull off a similar feat by myself for less than a grand...


Unity indie license: $250
iPhone developer registration: $99 (!)

Models and Animations
Cheetah3D: $129

Photoshop CS3 upgrade: $199
imageSynth plugin: $99

Music and Sound Effects
Logic Express: $199

TOTAL: $975


...and distribute the result on iTunes. EPIC WIN, says I.

What about the rest of you? Did this announcement change the way you look at the iPhone?   read

5:43 PM on 02.29.2008

Force Monkeys Is SO Awesome.

In his post about video game characters who suck at their jobs, Rev. Anthony make mention of Donkey Kong's incongruous name. It was a statement that brought memories flooding back to my eyes. Memories of a comic called Force Monkeys.

Think back to the early 21st century, when GameSpy was in its heyday. The Daily Victim was riding high, crashing MMO servers and tormenting unwitting ARG players. And nestled among the assorted bits of jocular flotsam, two exceedingly righteous dudes named Sean and Sam created the most hilariously psychotic comic to ever grace the Internet. Ever.

Rev's "Donkey Kong" bit called to mind this work of genius:

But I couldn't possibly share just one of these at a time. WITNESS!

And the comic that gave birth to my favorite catchphrase in the history of ever:

Thank you. That will be all.   read

2:32 AM on 02.21.2008

GDC Rules!

I just got back to my friend's place in Oakland after crawling SF following this year's Game Developer's Choice Awards. I think I lost my voice cheering for Phil Fish (monocles FTW) and Jon Mak. So awesome. The IGF was freakin' incredible this year.


1. Fez was created entirely in XNA Game Studio. Yes, the $99 one. Did it not just become 50 times more awesome? What more do you want? Phil gave his acceptance haiku wearing a fez and a monocle, fer fucksake.

2. Motion capture is dirt cheap now. W00t.

3. Mova Contour is not cheap, but HOLY SHIT.


Okay, off to bed. Somebody's got a (long shot) interview with Bungie tomorrow...   read

11:04 PM on 02.14.2008

Epic +3 Poster of Hilarity. Also, FREEDOM!!

Evidently, someone at the 32nd Street GameStop in Manhattan thinks he's a comedian:

ALSO! Tomorrow (Friday) marks my final day of employment at Atari, Inc.

Oh, you bet your ass it was my idea this time. I've come to the realization that the only way I can keep my enthusiasm for my own projects is if I'm not working for a video game company during the day. I mean, I work in marketing. There aren't many opportunities to cross-pollinate into production from there (never mind the fact that Atari is now two companies). So I'm gonna bounce, finish the last four (FOUR!!1!) credits I need to get a degree, and start makin' some goddamn games.

So yeah. At least I finished 3 different trailers for the new Dragonball Z game. Trust me, they'll make you wanna preorder that shit. It's the nature of my raw Final Cut skillz.   read

12:26 AM on 02.13.2008

Who's going to GDC this year? (repost, commence flames)



I posted last week about GDC, just wondering who was going to be attending the conference. Like an idiot, I posted it in the late morning and evidently did not capture a large enough cross-section of Dtoid (Hi CTZ!). So I'm just asking y'all at night in the hope that we can throw down in San Francisco come Monday. Excited?

Circle one:
Y / N   read

9:45 AM on 02.07.2008

Who's going to GDC this year?


Hey dudes. Just wondering if anyone else from Destructoid is going to hit up GDC this year. I'll be rocking the Independent Games Summit on Monday and Tuesday, but I might just wing it the rest of the week. Are any of you guys planning to head to Moscone as well? What are you excited to see/hear?   read

5:17 PM on 02.04.2008

Decent Cel-Shading...?

So I spent all day collecting screens and footage for Dragonball Z: Burst Limit. Although I was never a dedicated fan of the show, I've had a soft spot for it since grade school, and when we began working on a DBZ game for 360/PS3, I wasn't really sure how the boys over at Dimps were planning to up the ante.

Well, all I gotta say is that the game looks pretty damn good.

A few of the screens I took weren't quite press-worthy, and since they don't really show that much I figure it's better to put them somewhere low-traffic than just let them sit on my hard drive indefinitely. I think these two in particular actually come pretty close to the look of the show. Both are in-engine; the first is from a cinematic, the second is gameplay.

Am I crazy to think this game looks beautiful?   read

11:08 PM on 02.03.2008

This One's For BahamutZero

So BZ has not had a good month, it seems, and I just grabbed a copy of Mark Overmars's supremely ghetto Game Maker 7, so I figured why not put the thing to some use?

2D scrolling shooter - crude as hell - but hopefully it's got a few laughs in there somewhere:

Pew Pew Voodoo (Link removed to save FTP space. Ask me if you want a copy!)

Yes, I know it looks like I threw it together in a weekend. That's because I did. No real ending unfortunately, just keep racking up your score until you die.

Music by Bang Camaro.

Hope someone buys that wretched monolith soon!   read

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