OHR News: February 2009

In this section, you'll find the latest game releases, contest announcements, and information regarding the OHR engine. If you have any news to submit, send it to paulclementharrington@gmail.com!

Latest releases:

• The Resurrection by DragonBlood
• Space InvadeOHRs by James Paige

VOTE NOW!

After some MYSTERIOUS DISCUSSION, we've decided to compile a HamsterSpeak article on people's favorite villains in OHR games.

The way this works is simple; just nominate any villain from any OHR game, let us know what game they're from, a brief (or extensive) note about why they're interesting, and if you can, provide a screen shot/artwork/some sort of image.

Nominate as many as you'd like. In a couple weeks I'll be compiling the nominations and posting a poll in which we can witness DEMOCRACY IN ACTION. Start here!

Some Words from the Community

Every month, we'll spotlight some comments from the readers regarding the previous month's issues. Here's what our readers have to say about last month's issue.

"The NPC article is awesome. Most of the special NPCs he talks about aren't even that hard to make, really. They just take a little extra effort." -Iblis

"Hurray!!! Loser Man was the Best game of the Month!!!" -Spoonweaver

Good news! We are now offering specific questions for readers to respond to. That's right, you don't need to come up with your own ideas at all! Answers will be posted in next month's issue.

This month's responses:

• The Walthros Mercenaries commentary talks about "lost" projects. Why not share your own "lost project" story? Everyone's bound to have one!

"I never like to count my projects lost. Just delayed. I've got three 48-hour contest games that have content, but just not enough to make them releasable. The community knows about one of them: Tightfloss Maiden. It's my perpetually delayed, though very playable 2001 48-hour redux. It's the game that remains to be my canvas for new experiments (or was until Powerstick Man: XE took over my OHR life), including my first turn at detailed walkabout animation and super-interactive, super-detailed sets. I haven't touched it since 2003, but will be sure to whip it into updated release form as soon as the other giant has fallen onto the community (the aforementioned Powerstick Man: XE).

My other two lost/delayed 48-hour games only received about twelve hours' worth of work each, both products of day-late starts, but I still think about them all the time and will likely finish them between the time I release the Extended Edition and work on the Final Edition. The first, All About Amber, All About Jack (2002), is a high school narrative that uses the team-switch game mechanic I developed for Junkyard Bob's Mission: Impossible (another delayed project that will hopefully receive some progress in the coming year or two) to help a girl (Amber) get her boyfriend (Jack) out of detention so he can take her out for her birthday. The second, The Dingo's Private Jackal (2003), is a pseudo-strategy game that involves a hunted man rallying a town into helping him stop his private stalker from killing him. It was to be a prototype for a game mechanic that eventually went into At the Risk of Manipulation (more or less).

At the Risk of Manipulation (2004) is a released game that I'd like to update during my interim period away from Powerstick Man, maybe adding at least one new level and overly improving the interface already present. But it's definitely not lost. I'm also starting on the novel version this year, so one will likely fuel the other (as was the case with Powerstick Man / Cannonball City).

Blind Date (2001) is designed to be a massive game with sprawling maps and a no-stone-unturned style of gameplay. I haven't worked on this since 2002, but love the art style (and the concept) too much to abandon it. So I'll be getting back to work on this once I finish Powerstick Man (in a couple years hopefully). There's a preview for it in the Legendary Edition download on Slime Salad.

I'd say the only projects that'll probably remain lost are Nativity and Annihilation World Domination. Nativity was a Christmas game I worked on with Royal, and well, Royal's doing better things with his time than drawing for the OHR. There's a chance I could revive it with my own graphics, but I thought Royal's was better suited for the theme, so probably not. Annihilation World Domination was supposed to be a modern day twist on the epic battle to save a world from imminent apocalypse (with that tactics-style strategy employed), but it's unlikely I'll ever have the time to work on it.

Lastly, there's Parlour Tricks, which tells the story of a man walking into a casino with five dollars and doing whatever he can to walk out with a million (up to and including robbing the place if his gambling luck turns sour). This one's still in limbo, as it should be a quick game to make, but I really don't know.

There are a couple other small projects I've thought about in the last couple years, but I won't talk about them here because they'll likely become bases for future Epic Marathon contests.

So, there's my lengthy account. Anyone want to top this?
" -Pepsi Ranger

" Too many to count. At time of writing, I have the following partly-finished projects:

- Vermillion: Working title for a full-blown roguelike. Currently generates and populates a random dungeon. Working on making enemies move and such. This is tougher than you'd think.
- Darkmoor Beckons: Notorious sequel to the much-touted RPG boss rush. I have far less progress on this than I care to admit, though what is there looks good.
- Robo Battler: Level-busting RPG action with platformer-style navigation. Originally slated to take 48 hours, but balancing took much longer than I'd anticipated. This was not aided by the fact that only one playtester ever so much as acknowledged the game.
- Fantasy Quest: Played-straight parody of countless RPG tropes. I keep saying I'd finish this if I ever got someone to do maps for me (just the maps, I already have maptiles). This is still probably true. You know where to find me.
- RPG Defense: Previewed in Hamsterspeak a long time ago. Looks nice, but I'm not sure I ever had a really solid gameplay idea here.
- Scary Game 3: Probably the OHR's premier sidescroller, looking very nice and handling more smoothly than any other offering. I keep returning to this every few years, but I get burned out on mapmaking (a tedious process).
- Timpoline: Featured twice in Hamsterspeak already to my recollection. I have 39 out of 45 levels finished. Tantalizingly close! I'll probably release the full version for the Gameathon.
- DQscript: Not actually a game so much as a set of scripts to allow DQ-style games in OHR. I think it's actually pretty close to being workable (if not exactly complete).
- RMZ secret projects: I've disappointed the guy more times than I can count. I'm not sure why he still bothers trying with me. At least Scare Spree Gold got out the door.

Honorable mention goes to Curse of Vampire, which sat on my hard disk for years in an embryonic state before springing, full-formed, into life.

I'm sure there are more I'm forgetting (many of which I'd rather forget anyway). This is just the last few years' worth off the top of my head.
" -Moogle

"I think I might be one of the only OHR authors ever to have not given up on a single game. That's probably because I actually carried my newbie game out to completion, and a good 25-hour gameplay completion or so at that. Was it a good choice? Depends on what one is looking for, I guess. I like traditional RPGs, and I like games that I can finish. In that sense, my newbie game is already miles ahead of a lot of more famous OHR games in terms of my own enjoyment. But in terms of innovation, polish, and the idea of 'progress as a better game designer', well then, no, spending six years on your newbie game is not a good idea. But that's why this is just a hobby to me, and I have no real interest in 'serious' game design, even if I enjoy discussing it on occasion." -MSW

Night of 10,000 Bullets is an extremely untraditional OHR title. What are some of your top non-traditional OHR games?

"
I think Jailbreak is my favorite non-traditional OHR game. Cool on every level of the word. I also enjoyed Locked." -Pepsi Ranger

• What were your favorite HamsterSpeak articles of 2008 (Volumes 11 - 21)? What artwork rocked you the hardest?

"Okay, I just skimmed the issues of 2008 finally, and first of all my favorite cover was definitely for 12 (the Nintendo Power thing). That was awesome. As for articles, I really appreciated the concept of the "Difficulty vs Challenge" article, and I think the "Covered with Dust" series was a pretty interesting read, not only because it brought some old games in the light, but it tried to simultaneously shed light on what to think about when making one's own games." -MSW

And now, questions! As usual, respond by e-mail or by posting on the forums for a chance to see your response in next month's issue.

• The Game of the Year 2008 results are up. Disagree with the results? Angry about your favorite game being snubbed? Let's hear what you've got to say.

• Next month is HamsterSpeak's two year anniversary. How are YOU celebrating?