Tag Archives: Industry
Hubert Cater of Fury Software joins us this week, to chat about Strategic Command, and his other projects ~
Author, 16 January 2017
So, if you’re not working on your own games, what are you likely to be found playing on a night off?
Oddly enough I haven’t played PC (or otherwise) games for probably 10 years now, well at least as a regular escape or attempt at relaxation. Possibly a bit unexpected for a game developer, but after staring at code all day I’ve found that if I can turn off my brain completely in the evenings I’m that much better off for it.
These days my typical escape is to try and get out and play ice hockey 1 to 2 times a week (I am Canadian so it is my duty to fulfil that stereotype), or to go mountain biking during the warmer months. Luckily I live near a conservation area and watershed that has some nice trails and I can ride out from my house and be on the trails in less than 5 minutes which is great for a quick ride.
Lately though, and now that my kids are a bit older, often the evenings are just blur spent racing from activity to activity while I still try and sneak in a few of my own.
Bob Smith pays GrogHeads a visit~
Lloyd Sabin (and Boggit!), 3 January 2017
You clearly have a long, proud history in historical PC gaming, which younger readers may not know about. Games like ‘Arnhem,’ ‘Desert Rats,’ and ‘Operation Vulcan’ are remembered very fondly. What is your favorite game of yours from that era and why?
Of the wargames, probably Desert Rats, because I like big sweeping games. Of all the games I did in my first stint as an independent developer, my favorite is probably Armada 2525, because I had so much fun playing it with my friends (who usually used to beat me).
What were some of the difficulties you faced in the 1980s when producing those early games?
The machines were very limited, you had to think about every byte of RAM. I remember being up at 3am trying to find 3 bytes of memory to finish Desert Rats, with a bike coming at 7 to take the master tape to the duplicators. The development environments were very limited too. I used to write everything out on paper, because the editors were so bad, and once your program got too big to fit into RAM with the assembler, it could take as much as an hour to make a new version.
GrogHeads Newsdesk, 29 December 2016
Every year we collect your suggestions for the very best in gaming from the year, and after we sift and sort, let you choose the winners.
Every year we get someone complain about “why wasn’t (your favorite game here) on the list?!” And every year, it’s the same answer – none of y’all nominated it! So here’s your chance for a pre-emptive strike against that complaining.
Once we get all your suggestions in, and we actually get to the end of the year, we’ll open the voting for the month of January and see what you pick.
We polled some friends in the business for their thoughts on 2016 ~
The GrogFriends, 21 December 2016
So we launched out an email to a whole bunch of friends out in GrogLand, and asked the following:
- What was the biggest ‘story’ in gaming this year?
- What was the most fun you had playing a game this year (even if it wasn’t a new game)?
Here are the responses we got at press time…
Ken Burnside, Ad Astra Games
- For RPGs, seeing John Wick Presents get the rights back to 7th Sea and run a million dollar plus Kickstarter. For game publishing, seeing FFG “merge” with Asmodee, have their first “failure” in their Star Wars line with Star Wars Armada, and seeing Games Workshop pull the Warhammer RPG and assorted licenses from them.
- I had a lot of fun playing Star Trek: Ascendancy with two people who were even bigger Trek fans than I am.
Tim van der Moer, CEO, The Lordz Games Studio s.a.r.l.
- The announcement of Red Dead Redemption 2. Mr. Marston will be back, best in game character ever. Sergio Leone and Ennio Morricone spaghetti western is an open game world made by Rockstar…very much looking forward to it!
- The Witcher 3: Wild Hunt and Civilization VI.
ed note: 2016 was pretty hard on our sense of mortality across everything, not just gaming. We even added an “RIP” icon for threads in our forums…
Steve Rawlings, LPS Games
Not sure if only upbeat material is welcome, but if you want to mention a “dark side” (or an “In Remembrance” section) that impacted many, it was the casualties among the game company people that really shook me this year. Bill Gibbs at Omega dropped dead, Ed Wimble from COA suffered a minor heart attack while in Tempe at the CSW Expo show this year, and my own right hand man, Lembit Tohver, had a major heart attack last month. I’m sure you can name others. Aging may be taking us down one by one faster than poor game sales.
We connected at Origins, and continued the electronic conversation afterwards ~
Corinne Mahaffey, 30 July 2016
I sat down for an email interview with Terry Sofian, the creator of Hive, Queen and Country, a steampunk world where the European powers are, with the help of the mineral aerolith, extending their imperial reach to the rest of the solar system. They recently ran a 3 day game at Origins wherein a hive in Brazil was besieged by American and British forces.
What are your games and world about?
Our games are about telling stories in an altered Victorian era, one in which the already stunning challenges of exploring frontiers on six continents, the seas and the polar ice cap, making scientific discoveries that fashioned the world in which we live today and developing amazing new technologies, are compounded with air and space travel and explorations both in deep space but also on several worlds within our solar system. The stories can be about fighting hordes of angry alien bugs. They could be about building a city on Venus. Perhaps they are about solving murder mysteries on any of a number of worlds.
The Hive, Queen and Country Universe was started as a sandbox in which a bunch of folks could get together to and discuss ideas set in such an altered time line. We designed the Universe to be a place where gamers, writers, artists, model builders and any other creative types could build “sand castles”. The games and world are designed to provide a framework for people to work within.
Check out the latest from The Admiralty Trilogy Group ~
GrogHeads Newsdesk, 05 July 2016
Renowned military affairs author and speaker John Gresham passed away over the weekend.
more after the jump…