Jeff Minter wrote:After Unity and that not making it out this feels a bit hard and scary.. I know that was circumstance and probably overambition in the end, but nonetheless it's been a bit scary trusting that it'll all come back online properly when needed and that my instinct for creating a shooter remains good. When it comes down to it it's all feel with this stuff.
At the moment it feels like it's starting to shake down well, the initial ideas resolving into things you can actually bolt game mechanic on, really nice bits like today with the p-system work just being lovely... it's good that it feels like it's starting to slot together well.
[...]
http://homepages.nildram.co.uk/~stinkyox/pix/trad3.jpg
Don't worry that you can't really see what's going on with the game there - you aren't meant to, really, it's just a particle test.
Jeff Minter's Space Giraffe
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Thunder Force
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Jeff Minter's Space Giraffe
From his blog...
Last edited by Thunder Force on Sat Sep 22, 2007 1:24 am, edited 3 times in total.
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Klatrymadon
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Development on the Jeff Minter shooter, now under the working title "Space Giraffe", is progressing steadily.
From the latest screenshots and descriptions, it appears to be sort of a next-gen Tempest, done in the graphical style of his cancelled Gamecube shooter Unity...
From the latest screenshots and descriptions, it appears to be sort of a next-gen Tempest, done in the graphical style of his cancelled Gamecube shooter Unity...
Jeff Minter wrote:Here is a quieter moment on one of the simpler surfaces - you *can* see it...
http://homepages.nildram.co.uk/~stinkyox/pix/sg8.jpg
the thing is that elements of the game (including on some levels the "filling" of the surfaces) are all hooked up to lightsynth trigger events and so things are only truly "clear" when everything is moving. Motion and dynamics define the surface you see. Seeing it frozen in time gives an incomplete impression because the definition of the surface is smeared out over time, so to speak.
Of course there need to be enough hard reference points that one can see in order to see clearly how to play and where the threats are, and these also appear dynamically according to the situation (note the dots and lines delimiting the lane ends; these appear when there is something in that lane which needs dealing with). The thing is to balance basically out-and-out lightsynth effects with reliable, necessary cues to allow coherent gameplay. We want yummy visual overload *but* we still want to be able to play coherently throughout, and this is the major challenge in designing this game.
The result when it works well is that lovely "oh-my-GOD-the-Universe-is-exploding" feeling coupled with the feeling that one is in control and, indeed, kicking serious bad guy booty, whilst being suspended in a world of light. Which is a set of feelings I like .
Couple more shots from the same level:
http://homepages.nildram.co.uk/~stinkyox/pix/sg6.jpg
http://homepages.nildram.co.uk/~stinkyox/pix/sg7.jpg
[...]
Here the space giraffe has completed a web and flies through space to the portal.
http://homepages.nildram.co.uk/~stinkyox/pix/gt1.jpg
http://homepages.nildram.co.uk/~stinkyox/pix/gt2.jpg
http://homepages.nildram.co.uk/~stinkyox/pix/gt3.jpg
http://homepages.nildram.co.uk/~stinkyox/pix/gt4.jpg
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Well I have to say I think it looks promising, graphically speaking, from the screenshots, although obviously we can't see too much yet of what the actual game is.
I have a lot of faith in Mr Minter and I'm sure this'll turn out to be great.
I assume this'll be 360, not 'regular' Xbox? (I don't have a 360 yet.)
And what's wrong with the idea of playing a Rez/Tempest-like shooter as a giraffe? I've *always* wanted to do that...
I have a lot of faith in Mr Minter and I'm sure this'll turn out to be great.
I assume this'll be 360, not 'regular' Xbox? (I don't have a 360 yet.)
And what's wrong with the idea of playing a Rez/Tempest-like shooter as a giraffe? I've *always* wanted to do that...

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thesuperkillerxxx
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Yes. Yes you are.thesuperkillerxxx wrote:Am I the only one that never really liked Tempest anyway, and could give two shits if ANOTHER Tempest clone appears?

Personally, I love Tempest. I even like Tempest 3000, which crossed the line between 'eye candy' and 'I can't see what's going on.' This game looks an awful lot like T3K, down to the pseudo-vector graphical elements and particle-heavy background.
So, I'll definitely be getting this game when it comes out, but I do hope that Tempest 3000's mistakes (the sometimes godawful framerate and the aforementioned too-much-distracting-crap-onscreen issue) aren't repeated.
bVork it up!
No. No you're not.thesuperkillerxxx wrote:Am I the only one that never really liked Tempest anyway, and could give two shits if ANOTHER Tempest clone appears?

No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.
My videos
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Horrible, bad, wrong, drug induced crazytalk.thesuperkillerxxx wrote:Am I the only one that never really liked Tempest anyway, and could give two shits if ANOTHER Tempest clone appears?
Tempest is an important game - one of the earliest twitchy manic games, it's probably the first tube shooter, and to top it off - it's awesome.
System11's random blog, with things - and stuff!
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http://www.youtube.com/watch?v=W33tEAOUwBo&eurl=
Looks like a tempest clone to me.. SPACEGIRAFFE ?
What the hell is he listening to?
Looks like a tempest clone to me.. SPACEGIRAFFE ?

What the hell is he listening to?
This industry has become 2 dimensional as it transcended into a 3D world.
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Wow, nice. Minter's style is still very personal. Looks like this could be a worth successor to Tempest 2K...neorichieb1971 wrote:http://www.youtube.com/watch?v=W33tEAOUwBo&eurl=
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Amazing. I don't know what the situation is in the US, but the idea of the 'lone coder' (or what folk in Europe refer to as the 'bedroom coder') is one to be championed. In this age of cretinous sequels, distinct reverse-imagination and profit-chasing genres, surely this type of output should be praised, and not frowned upon for being idiosyncratic or 'not obvious' upon first venture?
Give it a chance for God's sake. Or do you all want to be playing tedius Cave sequels for the rest of your lives?
Give it a chance for God's sake. Or do you all want to be playing tedius Cave sequels for the rest of your lives?
Last edited by bcass on Sun Sep 17, 2006 12:05 am, edited 1 time in total.
I love jeff minter's stuff *and* cave sequels.
those space giraffe screencaps looked very much like work-in-progress, and I'm sure that if he manages to leave his llamas alone for a while, he might even get it done and make it impressive..
anything that's different from the licensed garbage that's being sold as 'games' these days is worth a try, in my opinion.
those space giraffe screencaps looked very much like work-in-progress, and I'm sure that if he manages to leave his llamas alone for a while, he might even get it done and make it impressive..
anything that's different from the licensed garbage that's being sold as 'games' these days is worth a try, in my opinion.
Looked horribly confusing in the video - hopefully the visual effects will be toned down in favour of clarity.
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bcass wrote:
Give it a chance for God's sake. Or do you all want to be playing tedius Cave sequels for the rest of your lives?
Uh, what website did you think you were on?

At any rate, I'd like to see Tempest 2000 on XBLA. That would be fun as hell. Vs. matches online? Gah, it would be so cool.
RABBLE RABBLE RABBLE!!!!!!