Sunday, January 3, 2010

Inspiration Machinarium

Over the holiday break I had a chance to sit down and do some hardcore coding on Mushroomer!, a circumstance for which I am particularly thankful. A lot of good stuff has gone into it, although I am far from happy with the product. Moral of the story being: good code does not necessarily conceive a good game. There is something more than that, a certain perfection to the art of a video game that makes it real.

As luck would have it, I got a few Christmas goodies that helped me to remember this very phenomenon. Perhaps the most infamous of them all would be Machinarium. Immersive, intriguing, infuriating, inspiring... alright, I'm done with that -- but I simply can't tell you how amazing this game is. If you haven't bought it yet, suck it up and take the $20 hit.

I'll just let you go play the Machinarium demo for yourself.

More on Mushroomer! later: For now, suffice to say I've created a proper level editor, as well as 'event triggers' and some other nonsense. The January 10th deadline looms, and I hope to have something finished by then.

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