Dorateen
Arcane
Would you like some Cajun chicken with that old-school Dungeon Crawler?
BEATING A DEMON - Physical Dimensions of Spiritual Warfare
Sounds like he's an old school D&D guy to me.
The game is set in a hypothetical future in the Northeast U.S., where cars are a primary means of protection and defense, and the highways are dangerous stretches of land ruled by gangs and vigilantes with armed vehicles.
The player creates a character, naming them and distributing 50 points between three skills: driving, marksmanship and mechanic. The player's character starts in New York, Friday 1-1-2030. Without a car the player has to enter amateur night in which they are provided a vehicle in order to raise enough money to buy and equip their own vehicle. With their own vehicle, a character can begin performing courier missions between the various towns along the Atlantic seaboard—including Syracuse, Boston, Manchester(Origin's headquarters at the time, which could be visited in the game) and Atlantic City among a few. The character may also enter more distinguished Arena events to earn money as well as take to the highways to fight the other cars and salvage their parts. In this sense, the game was very open-ended in what the player could do. The game also had a storyline, involving certain critical courier tasks, such as carrying important criminal evidence against "Mr. Big", through the dangerous terrain between cities.
The main feature of the game was combat involving customized vehicles. The vehicle construction portion of the game allowed a variety of power plants, guns, ammunition, mine-layers, smokescreens, oil slicks and rockets to be arranged onto an even larger selection of body and chassis types.
The game was developed using a top-down perspective and featured two distinct setting areas: the arena or highway style area and the city area. The highway and arenas allowed acceleration and driving skills to be used in a scrolling screen format, while the city area was a single screen in which stores and other attractions of a city could be visited.
David Jaffe consulting on Autoduel, multiplayer car combat game coming to Kickstarter
Noted Twisted Metal and God of War designer David Jaffe has signed on with Pixelbionic, a new independent games studio formed in southern California late last year. Jaffe will take a creative advisory role to aid in Pixelbionic's first game, Autoduel – an online vehicular combat game for the PC that will seek funding on Kickstarter sometime soon.
On the advisory board, Jaffe is joined by Zack Norman, the creator of Interstate '76, and Chanel Summers, a sound expert who helped design the audio systems of the Xbox hardware. There isn't much detail in the press release past the break about Autoduelitself, other than it's a team-based affair set in the post-apocalypse (of course) with "RPG-influenced persistence and progression gameplay."
Pixelbionic was founded by Maxx Kaufman – a founding member of inXile Entertainment with a long list of games to his name such as The Bard's Tale, Return to Castle Wolfensteinand the Redneck Rampage series – and Mike Arkin, who served as producer for many studios, including a stint at Fox Interactive where he helped on Die Hard Trilogy, ID4 andAliens vs. Predator.
please hire interface designers and Q/A
Fargo confirmed as Bobby Jindal's first celebrity endorsement for 2016!
It could also launch on neither. If they suddenly have enough money to start a new studio, they might also have money to develop a game.
That's fine with me, as long as President Jindal institutes a federal grant for the development of old school RPGs.