“Eufloria”, the multi-award nominated and incredibly addictive ambient strategy game of space exploration, strategy and conquest, plant growth and bio mechanical evolution is now available on the AppStore for iPad. We wrote about this game in april, 2009, then called Dyson, and after playing it for few days on the iPad, it appears to be a perfect fit for the platform.
“Eufloria isn’t really like other games. It has strategic gameplay, but no technology trees or complicated interface. It allows for exploration and expansion without being punished for small mistakes. It offers challenges that are fun, but in a style that can be described as “ambient gameplay”. There is conquest but there are no space marines in sight at all. Instead, all of Eufloria’s gameplay is based on growing your strategic and colonising life forms on asteroids that you conquer throughout the game. That is right: you are basically playing a game of intergalactic guerrilla gardening. Oh, and you engage in massive battles against enemy plant life.”
- A 25 level Story Mode with many hours of gameplay.
- “Relaxed Mode”, for a more ambient experience which anyone can enjoy.
- Skirmish levels that can be played over and over.
- “Dark Matter Mode” for a stylish, more challenging way to play.
- Original ambient soundtrack by “Milieu”.
- Many procedurally generated levels which are different every time!
- Twenty achievements for Game Center users.
Eufloria was ported to iOS by Tunatech and Omni Systems. The original team is 2 core devs, and 1 musician, while Tuna has done most of the porting with only 2 people.
Developer: Omni Systems
- flight404 at Decode / V&A [Events, News] Robert Hodgin aka flight404 has just posted this video of an application he is working for the Decode event at London's V&A to open next month. Robert was asked to rework his older Solar piece so that it could be audio responsive in real-time. Whilst the details of the actual exibit are yet unknown, it is nevertheless exciting to see Robert's work at the V&A. Video at the bottom is the older piece but do make sure you watch at HD / full screen. He will be joined by the names such as Golan Levin, Daniel Brown, Daniel Rozin, Troika and Simon Heijdens. More about the event here. 8 December 2009 - 11 April 2010 // Curated in collaboration with onedotzero (via Homage to Radiolab « all manner of […]
- Dyson [Games] Finalist at this years Independant Games Festival, Dyson is an ambient real-time strategy game with abstract visuals. Your task is to remotely command semi-autonomous self-replicating mining machines to take over an entire asteroid belt. Like many other strategy game you begin with few planets populated by your own forces in this case Dyson trees. As you grow more trees so do your seeds replicate ready to inavade a new planet. You can also grow defense trees which produce exploding pods that home in on incoming enemies. You move plant to planet planting seeds for more trees until you reach a planet ocupied by alien trees. You task is to overtake that planet by sending enough seeds to destroy theÂ opposingÂ force. Controlled by mouse, you can choose how many seeds you would like to send to a new planet. The enemy seeds may also attack your planet whilst you are casually moving planet to planet so having defense trees in place is crucial in defending your planets. Created by Alex May and Rudolf Kremers with music and sound by MILIEU, Dyson is a wonderful and rich step forward in strategy game development. Acompanied by wonderful music, sounds and graphics you will find yourself quickly echanted by unique approach to game's visual design and gameplay. Watch hours go by as you nurture one planet after another. The original game was made in one month for the TIGSource Procedural Generation competition. Much of the gameâ€™s content has been procedurally generated over time. Currently, version 1.2 is only available for Windows and Linux platforms but Alex is working on the mac Mac version so join the mailing list to keep up to date with releases. We do hope that the game will also see AppStore. With multitouch controls available on the iPhone, Dyson seems pefrect for the platform. In any case, where you are a Mac, Windows or Linux user, Dyson is a worthy download. Those on the Mac keen to have a play, Parallels or BootCamp may be your answer. You may be able to run the linux version in Mono from the command line but we are not to sure how to go about that. Also check out an interestingÂ interview with Alex over at TIGSource. Download […]
- Halcyon [iPad, Games, oF] – Preview Created by Zach Gage, Halcyon is the new iPad game from the creator of synthPond, Sonic Wire Sculptor, Lose/Lose, Bit Pilot and Unify, games and apps we loved on CAN. Halcyon is the result of months of Zach trying to figure out what would make a good iPad game. Although it took a lot longer than expected, Zach says it was about getting used to what the iPad was as an object, and how it was comfortable to use. I asked Zach few questions about his new game: FV: What was the inspiration behind Halcyon? ZG: One way to look at Halcyon is that it's what Unify would be if it had been developed for the iPad instead of the iPhone. Unify looked at what could be done in a casual puzzle game with multitouch, and that resulted in managing two pieces at the same time. Halcyon builds on that and says, "okay, we have a much larger screen now, what if instead of managing two pieces, we manage and entire system of possibly more than 100 pieces?". FV: How did you achieving this? ZG: I borrowed management systems of drawing lines like in Flight Control, but reduced them to the simplicity of control in a game like Tetris. In Flight control you have to manage pixel perfect collisions, meaning a plane can be in hundreds of thousands of unique positions. Tetris (and other similar puzzle games) work so well because a piece can be in one of only a few unique positions on one axis. In Halcyon pieces can only be in up to 9 positions on the vertical axis, so instead of making dozens of tiny tweaks to individual objects, the player has to make one tweak to dozens of objects. This puts the emphasis on understanding the system as a whole. FV: How would you describe the game? ZG: You take on the role of the Halcyon- a greek mythological bird that calmed the wind and seas during the winter solstice. You play as a conductor, untangling and calming systems of currents. To make this work, I decided that I wanted the game field to be extremely minimal and function as both a stringed instrument and a playing field. This meant removing any heads up display entirely (although there is one in the screens below because it's endless mode, there isn't one in the normal game). FV: You also refer to it "as a marriage of a generative musical instrument and a game"? ZG: As you play the game (or if you watch the video), all of the sounds are generated based on a chord. Each string has notes that relate to that chord and are strummed whenever you touch or when a piece moves up or down them. The background music is generated based on that chord whenever new pieces appear in the playing field (this is why the music speeds up or slows down when the field gets heavier or lighter with pieces). Additionally, as you start to do worse and pieces get closer to collisions, the chord shifts to a minor version of that chord, and than and even more minor one, subtlety changing the entire system and all the notes you are playing. This constant shift and unshift creates a very dynamic soundscape. FV: Tell us a little about the levels, modes, etc.. ZG: Halcyon will have 36 levels when I release it, along with two endless modes (Aggression and Harmony). These endless modes are very different than the ones in Unify or other puzzle games though. Aggression and Harmony are named for the type of AI that governs the experience. In both, the AI watches how you behave in the game and judges your skill level. In Aggression, the AI makes the game increasingly more difficult, attempting to push you to a place out of your skill level where you will lose. In Harmony, the AI attempts to keep you engaged by incrementing the difficulty, but also tries very hard to keep you from losing. Thanks Zach. The game has been submitted to this years IGF and we hope available in the AppStore soon is now available in the AppStore. Zach Gage is a designer, programmer, and conceptual artist from New York City. Inspiring thought and discussion by broaching serious topics with humor, his work explores the increasingly blurring line between the physical and the digital. http://stfj.net/ Platform: iPad Version: 1.0 Cost: $3.99 Developer: Zach […]
- Voidie [iPhone, iPad, oF] We are happy to announce that after only 2 day review at Apple, new CAN app is now available in the AppStore. Created in collaboration with Francis Lam aka dbdbking, Voidie is an abstract depiction of the Great Void which uses a sound reactive particle system illustrating the activity around it. The app also functions as an audio visualizer and a clock. Double tap to toggle the Clock interface displayed using beautiful particle clusters. Use the multi-touch interface you can create your own audiovisual expressions or just position your iPad or iPhone near the speaker to see visuals come alive. Francis Lam aka dbdbking was blogged on CAN a number of times. We first got to know his work through Bitboxland, half soundtoy, half game, it is a a unique and joyful audiovisual playground. Cloudie was the follow up, one again a simple beatbox game inspired by the little clouds at the corner of db-db.com. We also loved Goldfish Music Box, inspired by his own art installation that tracks movement of fish and turns them into sound, this app was the iPhone version that allows you to converts color into music. How could we also forget the range of apps inspired by Francis' web art project nudemessenger.com including AskNumen, Numen Camera and Tap Numen. Many inspiring apps and we are very happy to have him onboard. To see more apps by CAN, visit apps.creativeapplications.net Platform: iPhone / iPad (Universal) Version: 1.0 Cost: $1.99 Developer: […]
- “The Infinite Music Machine” for iPad – Zone out and drift away… Inspired by their joint performance at the FEED soundscape in Berlin, "The Infinite Music Machine" is an iPad application that brings together the work of sound artists Juju and Jordash with the liquid projections by Paul Skawinski. The app was developed by the team at the Future Audio Workshop. Besides enjoying the sound and visuals, user can also set the length of time the iPad generated version of the performance, from 1 minute to infinity. All that is left is to zone out and drift away - says Gavin from FAW. AppStore ($1.99) | futureaudioworkshop | jujujordash.com | infinitemusicmachine.com FAW believe in the social and personal benefits that a love of music brings. Our mission is to help spread the playing, producing and listening of music, through the medium of computer technology. This manifests itself in the software we create. Formed in 2007, FAW's headquarters are in Galway, Ireland, with an office also operating in Berlin, […]
- Wave Trip – Generative music combined with familiar gameplay Latest project from Lucky Frame combines generative music and familiar gameplay. As with their previous releases, Pugs Luv Beats and Bad Hotel, Wave Trip is a music game where the focus is on creation. The structure of the levels is inspired by traditional music sequencers, and remixing and creating level is very similar to making electronic music. The end result sees music and play fully intertwined and complemented by gorgeous graphics and fun gameplay. You control a mysterious and wonderful geometric astronaut as she travels through worlds of unimaginable beauty and danger, saving her friends through the medium of awesome tunes. All of the worlds can be remixed , letting players create their own levels and share them with the world. Since every object in Wave Trip has musical characteristics, creating a level is just like writing a piece of music - just easier (and with more creepy enemies). The game is now available on the AppStore for both iPhone and iPad. Game design, programming: Jonathan Brodsky Sean McIlroy: Artist, designer Yann Seznec: Sound design Download ($1.99) | Lucky […]
- Cube with Magic Ribbons by Simon Katan – oF and SuperCollider The following clip is a preview Simon Katan's new composition tool for live performance Cube with Magic Ribbons created using openFrameworks and SuperCollider. Simon describes the piece as partly drawing on the visual paradoxes of M.C.Escher but also being inspired by the impossible spaces found in the two dimensional graphics of early computer games such as Asteroids and Pacman. Simon Katan composes music, performs it, runs workshops, swims, cooks, cycles and designs social games. His algorithmic compositions (strangely not dissimilar to games) have been extensively performed by his performance art, comedy, improvisation ensemble Halal Kebab Hut and also by his new trio Brainer. Simon also spends a lot of time putting dots on lines and forcing computers to make strange sounds. More at simonkatan.co.uk . See also Dial by Hiroshi […]
- Soundrop [iPhone, iPad, Sound] Soundrop is a sound toy application for iPad, iPhone & iPod Touch which allows you to create sounds by drawing lines on the screen and have ball bouncing off them. Each time the ball touches the line, a sound is generated. Depending on the location of the line on the screen, the tone of the sound is set. You can move the ball emitter, changing the nature of the composition. You can modify the location of lines by dragging points that define them alternatively double tap on any line will clear it. Wonderfully simple and a lot of fun to play with. Check it out..it's free. Platform: iPhone Version: 1.0 Cost: Free Developer: Develoe […]
Posted on: 14/02/2012
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