Spacechem no thanks necessary12/6/2023 And then you get drawn into the deep disillusionment with corporate culture and it's a free ride on your neurons for the game designers. At first blush the concept is just vicious, and pitch perfect at exploiting the zone between getting you to play along and making you feel deeply uncomfortable. ![]() I think it's truly a work of art, or an attempt to break through the noise and say something about the human condition. The game immerses you in spite of the minimalism / simplicity, the way staring at a good painting does. ![]() But even just explaining the premise of Eliza in a sentence or two seems to make people do a double take and a Keanu style "Whoa." It didn't even dawn on me until later how much the voice acting and production also really pays off. So I'm, uh, more than slightly biased hahah. In fact, Matt and I used to play with the original Eliza (the therapist) together in second grade on a Mac SE, between rounds of "The Manhole" and "Glider" and trying to write our own game in Hypercard. Eliza touched me on a lot of levels as well. It is not available in your country.").īut the conclusion is: Infiniminer was definitely a huge inspiration on Minecraft. ![]() Unfortunately, that last YouTube link is not viewable for me ("This video contains content from Nizzotch. I thought a fantasy game in that style would work really really well, so I tried to implement a simple first person engine in that style, reusing some art and code (although not as much as you’d think) from RubyDung, and came up with this: Building was fun, but there wasn’t enough variation, and the big red/blue blocks were pretty horrible. I played it in multiplayer for a while and had a blast, but found it flawed. My god, I realized that that was the game I wanted to do. It worked ok, but the graphics got very pixellated and distorted, so I left it out. > As the RubyDung engine got more advanced, I started thinking about adding a first person view for following your minions around, kinda like in Dungeon Keeper. > It was called “RubyDung” (for various reasons), and was supposed to be a base building game inspired by Dwarf Fortress > While looking through some project folders, I found an old protype of a game that never quite became anything. The World of Notch - The origins of Minecraft |. Hopefully this means more smart indie gems in the future. As long as no one is getting the rug pulled, this sounds like an awesome way to go and an awesome thing for the gaming industry. I play games too infrequently to invest the necessary bandwidth into a Zachtronic game, but I read some of ZACH-LIKE and always respected the philosophy. We all have different ideas, interests, tolerances for risk, and so on, so we’re still figuring out what we want to do next.” We’re also working on a long-awaited solitaire collection that we’re hoping to have out by the end of the year. “Zachtronics will release Last Call BBS next month. “We’re wrapping things up!” Barth tells me, way more enthusiastically than you would normally expect under these circumstances. No, Zachtronics is closing because.they want to. Not because their publisher shuttered them, or because their venture capital funding ran out, or because Activision made them work on Call of Duty, or any other number of reasons (bankruptcy! scandal!) game developers usually close their doors. So it’s sad, but also awesome in its own way, that 2022 will see the end of Zachtronics. Before anyone writes a eulogy based on the headline, note the following:
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