Archive for February, 2010

The TSoG GUI Update!

Thursday, February 18th, 2010

It’s finally here! I think you will all be pleased to know that Telepath RPG: Servants of God has been updated with a lovely, brand-new GUI that spans all areas of the game. The second crypt has been added as well, along with a few other goodies:

  • a more customizable battle GUI window that has two levels of minimization;
  • a new cut scene at the conclusion of  the battle with Jabbar;
  • two new orbs you can find and equip;
  • new character portraits for the Mechanics and Chief Hamzah.

I’ll be fixing little kinks and problems with the new GUI over the coming days–any bugs you find, please report them on the forums and I’ll do my best to fix them quickly.

Avoiding the ghost patrol...

Avoiding the ghost patrol...

The Top 6 Reasons to Support Indie RPGs

Wednesday, February 17th, 2010

This topic has been addressed before by other people, but in light of recent news, I figured I’d compile a list that takes certain, ah, new factors into account.

So let’s say that you have some disposable income, and that you’re trying to decide whether to spend it on big studio games or indie RPGs. Here are the top 6 best reasons why you should spend at least some of it on indie RPGs.

(more…)

Interview with GameDevHub

Wednesday, February 10th, 2010

I thought you might like to know that GameDevHub.com has published an interview with me about game development and Telepath RPG: Servants of God in particular. Here’s an excerpt:

GDH: When you begin development of a game, what area do you start with? For example, with the Telepath games, had you created the Cera Bella setting or was it constructed around the mechanics of the game?

Craig: It honestly depends on the game. It’s just a matter of what ideas I have going into it, and what area those ideas happen to reside in. With the Telepath games, I went in with a rather limited idea of the setting, and sort of built as I went. I come from a creative writing background, and I believe that as an author, it’s important for your understanding of story elements to arise organically. It doesn’t do to start off a game with hard-and-fast preconceptions, then try to shoehorn game elements to fit those preconceptions. That’s the sort of approach that leads to unconvincing plotlines, wooden dialog and flat characters.

For example, take character development. I learn more about my characters as development proceeds by thinking through the sort of conversations they would have with each other. I let the characters’ voices come through, and so I learn about them during the process of writing their dialog. That’s not something I can effectively plan ahead of time: the process is key. Cera Bella has been a lot like that: I learn about the world as I create it.

You can read the full interview here.

Forum and GUI Updates

Sunday, February 7th, 2010

First, some new forums info: posting on the old forums is now disabled. The old forums still remain available to read, however, so you can find the old threads you liked and restart the discussion on the new forums if you have the urge.

Second, the GUI update is getting very close to dropping! Here are some screenshots to tease you with. :)

New forums!

Wednesday, February 3rd, 2010

Exciting news! We now have locally hosted forums, which means:

  • no more annoying ads on the forums,
  • no more random forum crashes that I can’t do anything about,
  • no more word count limits on posts!

I don’t know about you, but I’m pretty thrilled about it. Go ahead and register and let’s get to work filling the forums up with cool posts. :) Speaking of which, did I mention that user levels are back?

Newbie - 0
Bandit * 5
Mechanic * 10
Mechanic Captain ** 50
Red Cape ** 100
Blue Cape ** 200
Black Cape *** 500
White Cape *** 1000
Tactician **** 2000
General **** 3000
Hero **** 4000
Savior ***** 5000