獨立遊戲開發者分享會210221

* English below *

時間:2021/02/21(日) 1330 ─ 1800
地點:台北市長安東路一段 4 號 3 樓(祐生研究基金會會議室)
交通:台北車站或捷運中山站出站後往長安東路方向,步行約十分鐘之內可抵達,所在地建築物名稱為「長‧安樓」。
入場:免費;依實際報名狀況現場簽到。現場提供果汁,茶包(建議自備容器)。
轉播:http://www.twitch.tv/igdshare

《Cogmind》是一款傳統回合制 Roguelike,永久死亡、走格子還有爬隨機地城的設定當然與其他類似遊戲是雷同的;但《Cogmind》以主角與環境皆為機器人世界觀入題,強調了沒有練功升級而改以裝備蒐集與損毀為特色,且相較一般傳統 Roguelike 偏重近距離作戰,本作絕大部分的戰鬥都是遠程,也導致了面積更大、更多樣化的地形變化;搭配上世界觀與非常精緻的「終端機」美術風格與視覺效果,也玩出了 ascii art 很多的新花樣。這些都造就了這款遊戲的獨特性,以及很多有趣的遊戲設計決策。

Grid Sage Games 的一人開發者 Josh Ge(網路上慣用 Kyzrati)許多年前就來台灣定居,他從 2012 年開始因為參與了 7DRL(7-Day Roguelike)Challenge 而著手《Cogmind》的開發,於 2015 年首度公開作品的 alpha 測試版、並於 2017 年透過 Steam Early Access 正式發布作品,迄今有接近 700 則壓倒性好評。我們幾年前知道 Kyzrati 人其實在台灣時,曾數度邀請分享,不過因為他並不居住台北市區,且工作與家庭難以安排時間出席活動而未能成行。因此在我們取得開發者同意後,這次我們將試著以玩家的角度,並佐以 Kyzrati 定期更新的開發文章來探討、分析這款遊戲的設計細節。

===

下半場,我們會照例來關注一下過去一個月中的一些 PC 獨立遊戲市場數據分析,跟相關文章的導讀,還有最近有哪些新工具的出現可以使用。

《Cogmind》Steam 頁面
Grid Sage Games 部落格

活動流程

  1. 1330 ─ 1400:報到入場
  2. 1400 ─ 1500:《Cogmind》Roguelike 遊戲設計觀察與分析
  3. 1500 ─ 1530:休息
  4. 1530 ─ 1600:Steam 獨立遊戲數據分析工具討論、分析文章導讀
  5. 1600 ─ 1800:自由交流、試玩遊戲

其他注意事項

  1. 煩請欲參加的朋友們確實報名(同一團隊參與者也請各自報名),以利人數統計,感恩!
  2. 名片作品的朋友們,請不要忘記帶來跟大家交流哦!
  3. 靠牆邊的座位都有插座,不過不一定夠用,有需求的話還是建議自行準備排插或延長線與三轉二接頭。
  4. 主辦單位保留更變活動內容與接受報名與否之權利。
     

== English ==

Time: 1330 ─ 1800, Feb 21st, 2021 (Sun)
Addr: 3F, No.4, Sec.1, Chang'an East Rd., Taipei City
Transportation: 10 minutes walk from Exit 2, MRT Zhongshan Station (G14, R11)
Entry: Free
Stream: http://www.twitch.tv/igdshare

Cogmind is a traditional Roguelike where you'll find the usual genre-tropes like perma-death, turn-based and grid-based design, and procedural map generation. However, with its robotic and sci-fi themes, the game emphasizes on parts collection, maintenance and destruction rather than the more usual xp and leveling system; it also focuses on ranged-combat instead of close-quarter or melee, which in turn affects its map size. Visually, the game features top-notch "terminal" aesthetic graphics and UI to go along with its worldbuilding. All these play into why the game stands out from its genre, and there are a lot of interesting design decisions involved.

The one-person team Grid Sage Games and its sole developer Josh Ge (Kyzrati) resides in Taiwan, and started Cogmind developement with 7DRL Challenge back in 2012. He released the first public alpha access of the game back in 2015, and later went onto Steam Early Access in 2017. Cogmind has close to 700 "Overwhelmingly Positive" as of this writing. Due to his extremely tight life/work schedule we haven't been able to have him personally in our events, so we settled for the next best thing: with his consent, we'll talk about Cogmind from a player's perspective, and informed by his regular dev blog articles, we hope we can get inspired by the game and its designs in detail.

===

As usual, after the break we'll spend a little time discussing new data/information from PC indie market analysis in the past month from various newsletters, and show some of the new tools that we have found.

《Cogmind》Steam Page
Grid Sage Games Dev Blog

 

Agenda

  1. 1330 ─ 1400:Check-in
  2. 1400 ─ 1500:Cogmind's designs from a player's perspective
  3. 1500 ─ 1530:Break
  4. 1530 ─ 1600:Discussing indie game data analysis tools and articles
  5. 1600 ─ 1800:Free-form discussion, game tasting, show & tell

Other Notices

  1. Be sure to sign-up if you are to attend, so that we can have a better grasp of the number of participants.
  2. We encourage you to bring along your work and also don't forget your business cards if you have them.
  3. We have standard 110V power outlets in the room, but if you need specific setup please let us know beforehand.
  4. The organizer reserves the rights to change, modify, and adjust the proceedings of the event, and the right to refuse sign-ups at our own discretion. 

 

若有任何疑問或建議,歡迎來信:
igdshare at igdshare dot org 或
jslin at igda dot tw

獨立遊戲開發者分享會:http://igdshare.org
IGDA Taiwan:http://igda.tw

 

祐生研究基金會 / 台北市長安東路一段4號3樓

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