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[OFICIAL] Jogos indie

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The Path of Calydra

Jogo brasileiro feito pelo studio FinalBoss

Gênero
Single Player Action-Adventure com Puzzles e visão em terceira pessoa

Motor Gráfico
Unreal 4

História
Nos dias atuais, Calydra, uma entidade que se apossou da mochila do jovem Matheus, o transporta para um mundo completamente novo e hostil. Calydra se alimenta de flores espalhadas no cenário. Cada flor faz com que ela sofra uma transformação. Cada uma das formas assumidas dá poderes especiais para Matheus, e com estes poderes os obstáculos são transpostos. Nosso herói deverá ajudá-la a retomar seus poderes, se quiser retornar para seu mundo e rever sua família.

 

Calydra-2017-01.jpg

Calydra-2017-04.jpg

Calydra-d01.jpg


Mais imagens: http://finalboss.com/portfolio/the-path-of-calydra/


Falow!!!

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Pois é, na caruda mesmo...e olha que o studio Finalboss é um estúdio grande e famoso no ramo de jogos e artevisual, tem como eles investirem em ideias mais inovadoras...no fim o que inovaram foram só nos gráficos!

Falow!!!

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Singularity Jogo em VR criado com o Blender e Unreal

Apesar de termos diversas opções relacionadas com engines para jogos digitais como o Unity e a Unreal Engine, ainda é preciso ter em mãos uma plataforma para criação do material 3D que irá alimentar esses softwares. Nesse quesito o Blender é uma excelente opção para quem pretende trabalhar com jogos digitais.

Esse foi o caso do studio Monochrome que usou o Blender junto com a Unreal Engine para criar o jogo Singularity em realidade virtual. Todo o processo de criação visual foi realizado com o Blender, sendo a parte lógica do jogo organizada na Unreal Engine usando Blueprints.

Eqv1iLs.jpg

 

Mas, como é o jogo? A proposta, segundo o estúdio, é criar um jogo de tiro em VR com elementos sci-fi. Melhor do que descrever é mostrar um vídeo do jogo em ação:

 

Além do Blender o estúdio usou em menor escala o Cinema 4D e também o Octane Render para alguns dos cenários. Mas, a maioria do projeto foi desenvolvida com o Blender para a parte visual e de animação.

O tempo de produção do jogo foi de um ano segundo os artistas envolvidos e tudo foi financiado por eles próprios.

Nesse artigo você encontra mais screenshots e detalhes do material, em inglês. O jogo pode ser conferido Steam, Oculus Store ou Viveport.

 

Fonte: https://www.allanbrito.com/2019/01/18/singularity-jogo-em-vr-criado-com-o-blender/

 

Falow!!!

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Enquanto isso, tem devs indies ai que não consegue juntar nem 6 mil numa campanha de 50K no Catarse!

Araní - Jogo brasileiro recebeu incentivo de 975 mil da ANCINE

 

Falow!!!

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7 horas atrás, Zariel disse:

Então :oic_face:

Jogo totalmente independente, criado inteiramente por Cleyton Jonnas da Silva usando a Unreal Engine.

E agora entrou em pré-alpha na Steam
https://store.steampowered.com/app/1013680/Saint_Paul_PreAlpha/


Falow!!!

POw este tá bonito, merecia ter um single player legal e alguma produtora pegar o criador do game e dar incentivo e lançar pra uma plataforma.

Ai a M$ dando mole, seria lenha para o Xbone

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Estava jogando esse jogo ontem, é um hotline Miami mais "fácil" e com firulas

Não é ruim mas não tem o apelo do hotline apesar de ser " mais bonito"

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Raccoo Venture, o game brasileiro inspirado em platformers dos anos 90

https://i0.wp.com/gamereporter.uol.com.br/wp-content/uploads/2019/02/screenshot_12.png?resize=768%2C432

Raccoo Venture, o game brasileiro inspirado em platformers dos anos 90

De acordo com o desenvolvedor brasileiro Diego Ras , Raccoo Venture tem muita influência e referências de grandes clássicos que escreveram a história dos jogos 3D, e traz em sua essência a atmosfera lúdica e inocente que por muitas vezes acabou sendo deixada de lado pela nova indústria dos videogames. Durante a aventura, o jogador explora 5 regiões divididas em 17 fases onde coletar e colecionar itens é uma das ocupações recorrentes no gameplay.

 

Raccoo Venture estará disponível na Steam em breve, porém sem data definida para lançamento. Mais informações podem ser obtidos no site oficial.

 

Fonte: http://gamereporter.uol.com.br/raccoo-venture/

 

Falow!!!

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Ps:Não subestimem a criatividade do Brasileiro!

 

Hero Feto – game brasileiro independente discute o aborto de maneira bem humorada

 

 

A luta contra o aborto é o tema do jogo Hero Feto, game indie desenvolvido pela produtora pernambucana Oxente Games. Aqui o desafio é tomar o controle de um feto dentro do útero de sua mãe, que, junto da ajuda de um médico, pretende fazer um aborto. Para escapar da morte inglória, o pequeno feto deve desviar de obstáculos e instrumentos cirúrgicos que teimam em cortá-lo ao meio.

Hero Feto é do gênero plataforma e tem uma jogabilidade bem simples e divertida. Você vai passar bons minutos desviando de obstáculos e saltando por plataformas. O interessante é que os cenários mudam com frequência, tornando as coisas bastante desafiantes. Apesar de a jogabilidade simples, não espere vida fácil, já que as quatro fases possuem um nível de dificuldade elevado.

43878315_927461644110748_102942550962628Além dos instrumentos cirúrgicos e os espinhos nas fases, o pequeno feto deve tomar cuidados com todos os métodos abortivos tais como chá de canela, pílulas etc. O objetivo é sobreviver até a gestação. Sim, o pessoal da Oxente Games sabe que o assunto é polêmico e que isto pode gerar o afastamento de alguns jogadores.

Entre os pontos fortes de Hero Feto, estão os gráficos pixelados, a trilha sonora vibrante e o design de fases inventivo. Como se não bastasse, há um senso de humor bastante inteligente aqui, mas sem deixar a mensagem ideológica de lado. Quando o feto é abortado, ele exclama a célebre frase “Eu não fiz nada”, enquanto é cortado ao meio. O game está disponível gratuitamente para sistemas Android desde o final de 2017 com direito a sistema de score, skins e rankeamento.

 

Fonte: http://gamereporter.uol.com.br/hero-feto/

 

Falow!!!

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Em 10/07/2018 at 1:21 PM, burn disse:

 

Ignore o QUOTE.. Não consigo tirar o QUOTE pelo Celular rsrs

 

Bizarro esse jogo do feto.. Pqp

Edited by E182
Bug

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haahahahahahaha 

prevejo muitos videos da ptzada e feministas no vctubo, anota ai

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New Games For Arcades: Indie Games Storm The Scene (Amusement Expo 2019)

UPDATE: Video for Retro Raccoons has been re-added to the post below; it had been there, but a glitch had removed just that one.

The Spring event for the trade of arcade/amusement games has come and gone, better known as Amusement Expo 2019. Held in Las Vegas over the past three days, I took the quick flight down to check out what was there, play it and film it. This is organized by the AMOA and AAMA industry organizations.

It was great to meet many game developers, fellow operators and others who make our industry work. If I missed you, hopefully we’ll be able to get together next time; for those who I met for the first time, it was great to make your acquaintance. For those who I’ve met before, it was still a pleasure to chat and see how life has been going lately!

I had a very interesting conversation with industry guru Frank “The Crank” Seninsky. He asked me a question that I don’t think that I properly answered during those moments, but it gave me plenty to think about. Paraphrasing here, he asked how I see video being strong right now. He made an irrefutable point that for the numbers he sees, video hasn’t really changed over time – that if you’re looking at cashbox, it’s still redemption that is king, while video has stayed the same.

I can’t argue with that, but the essence of the question really gets at why I do this blog. Redemption doesn’t need any help. You can put it anywhere and people will throw money at it like it’s a prototype iPhone on a stripper pole. With video games, it takes a little more effort since they are more complex, which results in more memorable and satisfying entertainment.

Granted, I do this mainly because I find video games to be fun; I enjoy playing them, regardless the format. The general public does not hear about most of the games that we discuss, and while sometimes it seems like fighting a battle on a sheer cliff, someone’s gotta do it.  It’s a fight that I’m happy to undertake.

I’ll get into more detail on that subject in my next Replay article; so for now, let’s get into Amusement Expo!

What Impressed Me The Most?

This is a question that comes up at every trade show event, and after some consideration, my answer would be: The indie game trend finally coming into fruition. We’ve discussed many independently made games over the years, and have followed the “bar/arcade” trend as it has unfolded. As those locations have grown in popularity, I’ve been a little perplexed by how manufacturers haven’t really jumped on the wagon. Sure, we’ve had a few games here and there that cater to bars, along with the “staples” such as Golden Tee and Big Buck. But the call of the FEC trend is more immediately lucrative, so that’s where development attention has been focused.

Except for the realm of indie developers.

At Amusement Expo 2019, independently made arcade games were there in force. Because of this, we’ll be focusing on them before we get into the major manufacturers, as I believe that this is significant for both gamers and street operators. This definitely is different than the normal pattern of covering the big guns first, but since they’ve got the resources and the licenses to draw attention their way, they can wait until the next post

BumbleBear Games (Killer Queen Arcade, Black Emperor)

First we had BumbleBear Games, the team that is behind the phenomenon known as Killer Queen Arcade. This was the first time that the company and this game had come to an industry trade show event. On top of that, they brought their second game, which recently enjoyed a launch event. Known as Black Emperor, this is a single player “endless runner” style game where you ride your motorcycle as far as possible over the procedurally generated track. I found this to be a lot of fun, and while it’s a single player game, locations could probably get traction by “banking” two units next to each other like a redemption game and people would automatically compete.

I noticed a few people disliking this video; I’m just curious if it’s because of what or how it was shot, or using text instead of a voice over (I really haven’t had time to do a voice over on these) or if it’s because they just aren’t fans of the game? I ask so I can improve; feel free to comment below or on the forums and I’ll work at making the next videos better!

Retro Raccoons (Glitchbit)

Also not to be missed was a game we have mentioned on the site several times before, but in a way that came as a big surprise. You may recall the “drinkcade” game known as Tipsy Raccoons being released last year on a limited basis. That is about to change as Glitchbit has partnered up with the kings of the bar gaming scene, Incredible Technologies (makers of Golden Tee, in case their company name is unfamiliar to you) to bring a modified version of the game, now christened as Retro Raccoons, to the wide market. Given that no one has done better in bars than IT, I think that this was a very smart move.

If you are unfamiliar with Tipsy/Retro Raccoons, the quickest way to sum it up is what I heard an operator say after she played a round: “It’s like a 2D Mario Party!” 2-4 players add a drink or cash/coin the game up, where they will play 4 different mini-games (from a total selection of 30 and growing; the game currently offers free monthly updates over the internet that adds a new mini-game to the mix). The game has a bar mode (where you “play” for your credit by putting a drink in the holder for your raccoon; losers have to take a sip) as well as a non-drinking mode where you put in your dollar per person or coins and do not have to drink.

Retro Raccoons was designed for the wider market, where arcades and other venues that don’t serve drinks can still make use of it. This was also done to better appeal to under-age players; the game doesn’t specifically mention alcohol, so in any case you can use whatever drink is in hand – water, soda, whatever that fits into the patented cup holder sensors. This one begins shipping at the end of April, and it was very popular the whole time I passed by the IT booth…enough that it made capturing footage of the game without someone in front of it very difficult (I wasn’t able to get a couple of shots I would have liked, but I didn’t want to impose on potential buyers).

Galactic Battleground

Last in this category, but certainly not least is a new group that had another surprise of the show for us to enjoy, Galactic Battleground. Designed by Slackerz Inc., this was found at the Paradise Arcade booth in the back of the hall. Unfortunately the booth was a bit small and cramped for the six cabinets that were there (they had four small cabinets; one was a bar top running a multi-game board, then a cocktail running the same; then two other cocktails running a two player version of Galactic Battleground, then two upright cabs running the four player model).

As a retro-inspired game, this takes elements of Asteroids, Galaga, the Atari 2600 game Demons to Diamonds and blended together with Slackerz Inc.‘s own ideas to make for what you see below. Users pilot a spaceship at either the top or bottom of the screen, attempting to blast their opponent on the other side. Like Cosmotrons (an indie game we’ve covered frequently in the past that was not at this show), users can pick from different ships and select a unique special ability.

Completing the object of the game is easier said than done, as you have a number of objects floating in space between you – asteroids, planets, satellites, turrets (that can be shot to point them at your opponents side of the screen), etc. From the couple of matches I played, you wanted to use those objects to your advantage, the more you hit them, the more they moved towards your opponents side of the screen. Although it was generally a slow process, so you have to use a little strategy while keeping your wits about you.

The game can be played with 1-4 players, and it uses some great LED effects in the marquee, T-molding and even the buttons. They were all very eye catching, although seeing the chasing LED’s on the T-molding was a nice surprise, as I hadn’t seen anyone do that before. This is also available as a 1-2 player cocktail model, although I did forget to capture footage of that one, unfortunately. Also unfortunate was the booth being a bit cramped, so my camera didn’t capture the best footage of this one; I’ll have to rectify that the next time I come across this one!

Polycade

I always seem to miss something at this shows, and AEI19 was no exception. I only heard about this one moments before I had to run and catch a ride to the airport, and that was the presence of Polycade. Founded by Nolan Bushnell’s son Tyler, this was mentioned on Arcade Heroes back in 2016, but I had assumed that they were only looking at the home market and not the commercial one. That has changed, as both their website and presence at AEI19 indicate. The PC-powered platform features a number of indie games from Steam, as well as some retro titles (the image of the commercial version on the website shows some Atari classics like Centipede, Gravitar and Lunar Lander). As you can see from the pictures below, they also have created a standalone floor model (previously, it was only available as a wall mount cabinet).

IMG-20190328-WA0001.jpg?resize=768,1024&

Apart from knowing exactly which games are included with the commercial model (it mentions 9 ship with it and there are online updates), I’m curious how the games are handled (are they modified in some way for arcade play, or is it on a timer?) and how customers pay for it, as I do not see a coin slot or dollar bill acceptor (DBA). Perhaps if one of you astute readers got a chance to talk with them, you can fill us in.

UPDATE: Thanks to Adam Minter filling me in on this, it uses a card reader and a timer system. All of the controls from the steam games are custom mapped to the arcade buttons, you just have to get used to how it works.

Polycade

Thanks to Walter Kern of PrimeTime Amusements for the pics; he was very jet lagged though, so I wasn’t able to get answers to those questions above from him yet.

 

UPDATE: Forgot to add this; while we’ve discussed The World’s Fastest Drummer by Unit-E Technologies before, a couple of units were on hand. I’d still consider this to be “indie.”  They also had the latest iteration of their upcoming RFPay card system, working on an old Centipede cabinet.

pic.twitter.com/Wqsodq8jAC

— WorldsFastestDrummer (@WFDrummers) March 27, 2019

 

That’s all I have for now – the next post will get into major manufacturer games like Centipede Chaos, ATV Slam, Nerf Arcade, etc. That might be much later today, as I am getting Lasik done this morning, so I’ll not be able to use a computer until a bit later today.

https://arcadeheroes.com/2019/03/30/new-games-for-arcades-indie-games-storm-the-scene-amusement-expo-2019/

 

Edited by Dav

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Galatic battleground usa sprites do galaga

Que vergonha hein... ainda mais pra arcade

Edited by burn

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3 minutos atrás, Montagnani disse:

Comprei la!!!!!

Valew, em breve vai ter cartinhas também

Falow!!!

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Taking A Closer Look: Blazing Chrome

PTBR Desenvolvedores materia sobre a produçao:

blazing-chrome.png?resize=610,250&ssl=1

We’ve been covering the Exa-Arcadia platform for a while now, and with the release of the new multi-game platform approaching fast, I figured it might be good to highlight some of the games that are coming to it, with their own focused post. This feels a prudent thing to do, given that we currently know about twenty-four separate releases for the platform, although not all of those will be releasing when the Exa platform launches at the end of this Spring/beginning of Summer.

For the first title that we’ll take a deeper look at is one that was announced and covered briefly in the many JAEPO 2019 announcements this past January, Blazing Chrome. I was intrigued by this one mainly because it is a run’n gun title with a strong Contra III and Metal Slug vibe to it; where the Exa system is heavily populated with STGs and fighting games, it is a welcome addition. While Metal Slug doesn’t earn like it used to, any time that I have had an MS game out on the floor, it does fine. I also recall seeing Metal Slug 6 always appearing on the Replay Magazine monthly charts up until a couple of years ago, so I know I haven’t been the only one to see the game do fine on location.

While the game has not yet been released to PC via Steam, you can find a listing for it here. Then check out this footage in buttery smooth 60fps:

Blazing Chrome is being developed by a two-person team out of Brazil that calls themselves Joymasher. I e-mailed them to find out more about the project and particularly the Exa-Arcadia version, although the last time we spoke, they didn’t have anything to report beyond that the game is pretty much finished. As I like to constantly point out, the developer requirements for Exa stipulate that all content released on the platform must have some kind of exclusive features and/or content if another version of the software exists. I did ask about what unique features/content BC might have on Exa; while they couldn’t say what it was, they did confirm that it will have more to it that fans can look forward to.

One thing that might change is the title. This has occurred with several Exa games, such as Shaolin Vs. Wutang becoming The Kung Fu Vs. Karate Champ or Iron Crypticle becoming Lightning Knights. The Exa listing for Blazing Chrome mentions “temp title,” which could mean it will also get a name change.

Regardless what it’s final name will be, you can get to know more about these developers, their influences and how they have gone about their work thanks to these two dev diaries.

 

At the moment, Blazing Chrome is not slated as a launch title for Exa, although with it being very close to done as we speak, I do not imagine it will take very long for it to join the others; the listing on the Exa website says 2019, which is plenty of time with another seven months ahead of us.

Which Exa title would you like me to focus on next?

https://arcadeheroes.com/2019/05/20/taking-a-closer-look-blazing-chrome/

 

 

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