Welcome to Video Indie Preview

By: Derek Yu

On: February 26th, 2009

Project Aftershock is a multiplayer co-op racing game being developed with Ogre3d, Blender, and GIMP.

Three more games after the wormhole:

Clones is a Lemmings-style puzzle game that features “multiple game modes, networked multiplayer, a world ranking system, simple A.I., and a built-in level editor.” Its developers will be showcasing the game at GDC this year, so check it out!

Space Phallus is a shoot ‘em up where you blast penises. By the creator of Bullet Candy. There’s a one-level demo available in the link, and the author plans on adding to it every month or so.

(Source: the2bears)

Finally, the Blurst guys hard at work (or are they just working while hard?). Their latest game, Blush, is due March 1st.

Special cameo by Dan “Data” Tabar of Data Realms.

  • mots

    phallus +1

    clones… i don’t know something about the visual style makes me feel uneasy.. can’t seem to get into it..

    aftershock looks great.. almost current-gen ( might not be the shiniest looking racing game out there, but it looks great )

    it reminded me a lot of hi octane.. maybe it’s because of how the ‘car’ handled.. but i remember playing hi octane a lot back in the mid 90s, I wouldn’t mind having some weapons

  • Cobalt

    Project Aftershock looks pretty snazzy. I like the devastated environs. I wonder why they’re using Ogre3D when Blender has a built-in game development system, though. I guess they have their reasons.

  • http://www.roachpuppy.com IceNine

    Very cool level editor in Clones.

    I dont keep up with Blender but how powerful can a game development system in a DCC app be? I’m guessing you’d hit some walls with regard to perf or flexibility pretty quickly when you start making a serious game.

  • Cobalt

    I’ve played some of the demos for the Blender game engine. It seemed very dynamic, but I suppose that Blender’s developers don’t have time to put a lot of work into one ability of a 3D modeling application. Anyway, it’s nice to see independent games that can keep up with commercial when it comes to graphics. The shadows seem very sharp in the video.

  • Rad

    The physics of the vehicle in Aftershock seem kinda off. It’s always hovering exactly the same amount off the ground, it’s almost like it’s a car with invisible wheels. It would be neat if after it landed from a jump it scraped across the ground a bit (accompanied by some nice spark effect). It does look cool though!

  • Cobalt

    @Red: The vehicle could adjust power to keep it at a certain distance from the ground (if it was real, that is). I think it might be cooler the way you think it should move, though.

  • falsion

    This is looking good. Other than the weapons suggestion, I think an F-Zero X/GX style boost button feature would be awesome for this game.

  • falsion

    Er, for Aftershock I mean. I forgot to look at the two other games when I expanded the news post, my bad. They’re looking pretty snazzy as well.

  • falsion

    er… 3, I meant. 3 games.

  • http://www.funmahol.com Mobile Softwares

    Yes i agree the vehicle could adjust power to keep it at a certain distance from the ground (if it was real, that is). I also think it might be cooler the way you think it should move, though.

  • tig

    Yeah, it’d be like there was no suspension as it is.

  • Derek Yu

    I was hoping that the level select screen for clones was the game screen.

  • failrate

    Blender has an okay game engine built-in, but you tend to hit a wall above a certain level of complexity.

    For example, a Mutant Storm type shooter would be reasonable to make in it, but Tomb Raider would be a big pain in the ass.

    I also had some issues with physics and collisions when I tried making a tunnel racer in Blender’s game engine. I might have been misusing it, but I constantly had issues with my ship flying through walls when it reached a fun speed.

  • http://0xdeadc0de.org/ Eclipse

    @Cobalt: because Ogre is a real engine, blender integrated system is a pretty darn shit

  • Anthony Flack

    Definitely agree with Rad about the scraping and sparks. Also, I’d really like to see it throwing up hella dust off the ground, from its thrusters or what have you. Would make it feel like it was really physically in the environment.

    This game demands hella dust.

  • qnp

    Looks fantastic!
    I really like the ship design and the style of the world (I’m a sucker for a well made post-apocalyptic scene) is pleasing too.
    The track design too is very impressive.

    In parts the driving speed looks a *little* slow (when the craft is flying sideways attached to the wall/floor by gravity – it looks too slow to be keeping the craft from falling due to gravity.) [from 1:39 on that video)

    I’m impressed with the amount of work already done.
    Really looking forward to any more news on this one.

  • redikulus

    since Aftershock is using Ogre3d and Blender, will this be ported to all ‘major’ platforms? i.e. Windows, Mac and Linux?

  • El Moppo

    WTF!? :|

  • Cobalt

    @redikulus: Hopefully.

    @El Moppo: What? What is it, my child?

  • Slon Zivaca

    Project Aftershock looks neat, has a vibe and the story similar to an old racing underdog, Powerslide (futuristic post-apocalyptic racing with browny colours).

  • Gio

    Aftershock looks good, and shows off what you can do with free programs. Clones looks good, sucks that I cant play either though cuz my pc is quite old.. and space phallus is a bit toooooo weird for me…

  • rapidwingo

    Space phallus might just be one of the coolest games I’ve ever seen.