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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Jan 26, 2012 10:13 pm Post subject: Game credits |
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What games have you contributed to the making of?
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Fri Jan 27, 2012 4:09 pm Post subject: |
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Here's my MobyGames page ---
My MobyGames Gameology - not entirely correct
I have no clue what Totally Tiny Arcade is - that's the first time I've ever seen it, so I don't know how I'm in the credits. So that one doesn't count.
I think I only barely count for Outpost Kaloki. I acted more in a consulting role on that one. But they put me in the credits anyway.
Anyway, missing from the list is:
ECW 2: Anarchy Rulz - by Acclaim, Dreamcast version, circa 2000
I had a tiny, tiny bit to do with A Kingdom for Keflings, by NinjaBee for the XBox 360. That was *also* released in 2008, I think (I was involved only in the early stages).
Void War - by Rampant Games for the PC, 2004 - Lead Developer.
And of course, Frayed Knights: The Skull of S'makh-Daon, by Rampant Games for the PC (and hopefully coming soon for the Mac). _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Fri Jan 27, 2012 9:18 pm Post subject: |
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Ones that actually have releases, whether finished or not (includes demos):
Raid On Nightmare Castle
Tric/Seaside
Published by Tric
Credited as "David Perry" (program code). This was a computer adaptation of the AD&D "Endless Quest" book of the same name, released for the Commodore 64 in 1989.
Distant Promises
Darkness Ethereal
Never finished (demos only)
Credited as "Nekrophidius" (music). Traditional RPG for MS-DOS in the vein of Final Fantasy 6. Josiah and I may resurrect this someday.
Strip Poker 95/Peek-A-Boo Poker
Kronos7
Published by Digital Satin Productions
Credited as "Nodtveidt" (program code). Your basic strip poker game for Windows.
DownFall
BassAceGold
Self-published freeware
Credited as "Eponasoft" (title graphics). An adaptation of "Fall Down" for the Nintendo DS.
Screenshot | Free Download
Strip Black Jack
Digital Satin Productions
Published by Digital Satin Productions
Credited as "Nodtveidt" (program code). A stripping version of Blackjack for Windows.
Mysterious Song (Remake)
Frozen Utopia
Published by Frozen Utopia
Credited as "Nodtveidt" (program code). A remake of the game of the same name for the PC Engine, originally by Darkness Ethereal for MS-DOS.
Screenshot
Fatal Relations DS
Digital Satin Productions
Published by Digital Satin Prductions
Credited as "Nodtveidt" (program code). An adaptation of the PC classic "Fatal Relations", converted for the Nintendo DS.
Screenshot
Double Trouble
Digital Satin Productions
Published by Digital Satin Productions
Credited as "Nodtveidt" (program code). A stripping card game for Windows, loosely based on Double Klondike.
Screenshot
Nude Memory and Nude Memory II
Digital Satin Productions
Published by Digital Satin Productions
Credited as "Nodtveidt" (program code). Two versions of "Memory Blocks" with a nude twist, for Windows.
Two Lords
Eponasoft Digital Entertainment
Never published (demos only)
Credited as "Nodtveidt" (program code). First-person shooter in the vein of Heretic. It was restarted as a GZDOOM IWAD as well as a top-down version for the PC Engine, none of which were ever completed.
Screenshots: Original Version | Irrlicht-based Prototype | GZDOOM Version 1 2 3
Monolith
Eponasoft Digital Entertainment
Soon-to-be-published (three demos released thus far)
Credited as "Nodtveidt" (program code). Action RPG in the vein of Zelda II and Cadash, for the PC Engine (with possible other ports in the future).
Screenshot 1 2 3
And, of course...
The Wrath Of Sona
Lost socK software
Never published (too many demos to count)
Credited as either "Nodtveidt" or "Nekrophidius" (depending on the year). My "infamous" traditional RPG. It may get a PC-FX or Dreamcast remake in the future.
Also, anything for the DS that is released using EMC (Eponasoft Multimedia Codec) is automatically credited to "Eponasoft", which also includes numerous demos and especially Rickrolls. Way too many to list here; there are at least three dozen releases using EMC.
Works-in-progress (no releases to date):
Xymati
MindRec Communications
Credited as "Eponasoft" (program code). Vertical shooter for the PC Engine.
Strip Black Jack II
Digital Satin Productions
Credited as "Nodtveidt" (program code). A newer version of the "Strip Black Jack" game, with some unorthodox new concepts. For PC (cross-platform) and PC Engine.
Jungle Bros
Frozen Utopia
Credited as "Nodtveidt" (program code). Platform adventure game for the PC Engine.
Screenshot
Valkyrie Midnight
Frozen Utopia
Credited as "Nodtveidt" (program code). Intentionally derivative pure platformer for the PC Engine.
Very old screenshot
Black Satin
Eponasoft Digital Entertainment
Credited as "Nodtveidt" (program code). Originally developed for MUGEN, redrawn and recoded for the PC-FX with a possible Dreamcast conversion in the future.
Screenshot from an unfinished Windows prototype
Metro Blaster
Eponasoft Digital Entertainment
Credited as "Nodtveidt" (program code). Horizontal shooter for the PC Engine, designed by Jason Greene.
Screenshot _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Jinroh Scholar
Joined: 30 May 2008 Posts: 173 Location: U.S.A.
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Posted: Fri Feb 17, 2012 7:40 pm Post subject: |
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Radness you worked on Outwars I thought that game was really cool when I was a kid. xD
I made Marty Mallo's Adventure for Boyer Candies. I did everything except the music. That's my only real "professional" job. ^^
http://jinrohdev.com/CandyGame/
Postmortem:
http://jinrohdev.com/?post=68#68
_________________ Mao Mao Games
The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Wed Feb 22, 2012 8:30 pm Post subject: |
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So how did you end up doing a game for a candy company? How did that come about? (EDIT: DUH, I'm reading your postmortem right now which answers that very question).
Heh - the funny thing about Outwars is that it's generally considered a dud - I don't think it sold very well - but it was kind of a cult hit. Maybe some of that is my fault... I ended up driving some of the design towards the end, and I went more "sim-like" than "Doom-like." A reflection of my own sensibilities, I guess. And a reflection of the turmoil in our company during the game's development, with the senior staff embroiled in legal action with management and our company's new owners. Outwars was kind of in limbo at the time, so it was up to the more junior and mid-level folks to salvage it and carry it on our shoulders to completion.
Outwars ended up not having a ton of mass appeal (a cardinal sin from the perspective of Microsoft, our publisher for the title), and didn't generally garner great reviews, but it definitely had a devoted following. Some people really loved it.
We had an Outwars II in early development for a few months, until the sales numbers for the first one dictated that it was not a property our parent company wanted to capitalize on. Probably a good thing - the game felt "designed by committee" (and I was on the committee) and didn't really feel right. _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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Jinroh Scholar
Joined: 30 May 2008 Posts: 173 Location: U.S.A.
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Posted: Mon Feb 27, 2012 2:15 pm Post subject: |
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RampantCoyote wrote: | So how did you end up doing a game for a candy company? How did that come about? (EDIT: DUH, I'm reading your postmortem right now which answers that very question).
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Hehe thanks for the tweet. xD Yes it was quite a just random coincidence that I was out of the blue allowed to make a game. For a company like that, I think it was like a one in a Million shot. I made sure to shamelessly retweet it too. xD
RampantCoyote wrote: |
Heh - the funny thing about Outwars is that it's generally considered a dud - I don't think it sold very well - but it was kind of a cult hit. Maybe some of that is my fault... I ended up driving some of the design towards the end, and I went more "sim-like" than "Doom-like." A reflection of my own sensibilities, I guess. And a reflection of the turmoil in our company during the game's development, with the senior staff embroiled in legal action with management and our company's new owners. Outwars was kind of in limbo at the time, so it was up to the more junior and mid-level folks to salvage it and carry it on our shoulders to completion.
Outwars ended up not having a ton of mass appeal (a cardinal sin from the perspective of Microsoft, our publisher for the title), and didn't generally garner great reviews, but it definitely had a devoted following. Some people really loved it.
We had an Outwars II in early development for a few months, until the sales numbers for the first one dictated that it was not a property our parent company wanted to capitalize on. Probably a good thing - the game felt "designed by committee" (and I was on the committee) and didn't really feel right. |
Hmm...yes I see. It's a shame I didn't see more publicity in gaming magazines and such because I really did think it was quite good. I remember a blurb in PC Gamer or CGW one of those, I think it was CGW actually. I got my copy when it was bundled with a PC my dad brought home.
It's a shame that internal politics strained the team a bit it seems, you guys did a great job despite that though. ^^ Very cool that an Outwars II was in development too, it seems like its being cancelled was for the best though. :/ _________________ Mao Mao Games
The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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