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      <title>Started - A GAME BY ITS COVER: 2013 COMING SOON</title>
      <link>http://www.agbic.com/categories/started/feed.rss</link>
      <pubDate>Sun, 19 May 13 20:17:41 -0400</pubDate>
         <description>Started - A GAME BY ITS COVER: 2013 COMING SOON</description>
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      <title>Entry: Bubble Gal Witch</title>
      <link>http://www.agbic.com/discussion/25/entry-bubble-gal-witch</link>
      <pubDate>Mon, 21 May 2012 11:29:33 -0400</pubDate>
      <dc:creator>matt</dc:creator>
      <guid isPermaLink="false">25@/discussions</guid>
      <description><![CDATA[<b>Team</b><br>Programmer: <a rel="nofollow" href="/profile/matt">@matt</a><br>Artist: <a rel="nofollow" href="/profile/wiznwar">@wiznwar</a> (creator of the Famicase artwork for the game)<br><br><b>Inspiration</b><br>"BUBBLE GAL WITCH USA" from Famicase 2011<br><img src="/11/softs/21.jpg" alt="image"><br><br><b>Initial idea</b><br>Bubble Gal Witch will be a puzzle platform game in which you, as the little witch gal, must blow bubbles up the screen. The bubbles will rise upwards, momentarily creating bridges between platforms. Correct timing will allow your wandering cat to reach your broom stick and let you fly to the next level. Other obstacles and collectable items will also be present.<br><br><b>Progress</b><br>Story: [progress 50]<br>Engine: [progress 9]<br>Graphics: [progress 5]<br>Gameplay: [progress 0]<br>]]></description>
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      <title>Entry: Words with Jerks</title>
      <link>http://www.agbic.com/discussion/83/entry-words-with-jerks</link>
      <pubDate>Thu, 16 Aug 2012 21:59:54 -0400</pubDate>
      <dc:creator>wally2069</dc:creator>
      <guid isPermaLink="false">83@/discussions</guid>
      <description><![CDATA[<img width="320" height="240" src="http://www.agbic.com/12/softs/36.jpg.pagespeed.ce.GDSCzWA7PW.jpg" alt="image"><br><br>Been working on this for the past couple of days. Then I read the rules and realized this is where people gather to discuss their projects. I have been writing a few blog posts about my work at [shameless plug] wally2069.blogspot.com [/shameless plug]<br><br>Anyway, decided to work on an abstract turn based RPG with some simple mechanics. It has been coming along pretty well so far. Using Game Maker 7 to create the engine. Here is a current screenshot of my progress.<br><br><img src="http://i38.photobucket.com/albums/e118/wally2069/Website/words_with_jerks03.png" alt="image"><br><br>]]></description>
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      <title>Entry: Isaura (Kinderdijk)</title>
      <link>http://www.agbic.com/discussion/76/entry-isaura-kinderdijk</link>
      <pubDate>Fri, 03 Aug 2012 09:29:28 -0400</pubDate>
      <dc:creator>radiatoryang</dc:creator>
      <guid isPermaLink="false">76@/discussions</guid>
      <description><![CDATA[<img src="http://www.agbic.com/12/softs/37.jpg.pagespeed.ce.rGhYCg36nx.jpg" alt="image"><br><img src="http://dl.dropbox.com/u/19887116/abitc/kinderdijk1.jpg" width="640" alt="image"><br>Progress: [progress 30]<br><br>Isaura is a thin city built on top of an underground lake. Its citizens have built hundreds of windmills and wells to draw the water up to the surface -- these same citizens subscribe to two different religions. One believes that God lives in the depths, the lake. The other believes that God lives in the buckets, chains, pipes, and pumps. Yet, neither religion lives in Isaura; the damp sunk into their lungs and drove them out. Thus, Isaura is an abandoned city, an unfinished city. But sometimes in the mornings, you can hear the sound of singing echoing from the baths. Or perhaps it's just the water, praying.<br><br>- some mechanic about using wind to pump water, maintaining water pressure, etc.<br>- first person<br>- Unity]]></description>
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      <title>Entry: Kazoku no Piza</title>
      <link>http://www.agbic.com/discussion/73/entry-kazoku-no-piza</link>
      <pubDate>Fri, 20 Jul 2012 01:32:17 -0400</pubDate>
      <dc:creator>ra51</dc:creator>
      <guid isPermaLink="false">73@/discussions</guid>
      <description><![CDATA[A little bit late into the competition already, but we're gonna go ahead and run with this cart :<br>(apparently we're not the first one to choose this cart too but ohwell)<br><img src="http://www.agbic.com/10/softs/63.jpg" alt="image"><br><br>However, the title "Family Pizza" just seems a bit dull and generic for a game title so we're going take it a step further call our version <b>Kazoku no Piza</b>, which is essentially the same title but in Japanese. We just thought it sounded cooler :). Whether or not we end up putting more japanese elements into the game itself is still to be determined, but we're looking forward to doing so!<br><br><b>Synopsis</b><br>Game takes place sometimes in the near future (2020s?). Since the world didn't end after all in 2012,  everyone can finally stop thinking about war and focus more on eating pizza! But in this bright and happy future, people have grown increasingly impatient and want their pizzas delivered to them within minutes! Luckily, the <b>Kazoku no Piza</b> company is the only company in the world that specializes in high speed pizza delivery to your doorsteps by girls in high-tech roller skates. This is where you come in!<br><br><b>Gameplay</b><br>We intend this game to be 2D arcade style platformer, with a mix of aspects from Jet Grid Radio, Mirrors Edge, Sonic the Hedgehog, and Crazy Taxi. Yes, we did just say <a rel="nofollow" href="http://www.youtube.com/watch?v=YhsE6qdQr1g">Crazy Taxi</a>. The purpose is of course, to make all your pizza deliveries within the time allotted for each order(s) or risk have your wages cut for the amount of time over. The gameworld itself will be fairly large city filled with everything from houses to office building sky scrapers, not to mention obstacles such as cars, people, trees, and other stuff...such as flying cars (this IS the future now).... <br><br>More to come on this as we get further along.<br><br><b>Screens</b><br>Here's our herion (i hope i spelled that right) in all her pixelized glory.<br><img src="https://dl.dropbox.com/u/32818518/downloads/kazoku/Pizza_Girl.png" alt="image"><br><br><b>Development</b><br>Originally we were planning on using <a rel="nofollow" href="http://www.monkeycoder.co.nz/">Monkey</a> but due to time constraint and having less than a month to go, we're building this with <a rel="nofollow" href="http://www.clickteam.com/website/world/">MMF2</a>.<br><br>Development is already underway, stay tuned for more updates....]]></description>
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      <title>Entry: Moustache Quest</title>
      <link>http://www.agbic.com/discussion/74/entry-moustache-quest</link>
      <pubDate>Mon, 30 Jul 2012 19:14:57 -0400</pubDate>
      <dc:creator>_devonpeak</dc:creator>
      <guid isPermaLink="false">74@/discussions</guid>
      <description><![CDATA[    Hi, my name is Devon. I'm an <i>aspiring</i> artist and game developer. The game I'm making for AGBIC is inspired by <i>Moustache King Adventure</i> <img src="http://www.agbic.com/12/softs/68.jpg.pagespeed.ce.8AgSTJsiWg.jpg" alt="image"><br><br>    After I picked my cover I realized my favorite game developer, Jason Boyer (JaJitsu) is <a rel="nofollow" href="http://www.agbic.com/discussion/40/entry-moustache-king-adventure#Item_28">using the same cover</a>.  Now I have to make an AMAZING game in 19 days.<br><br><b>Story</b><br>What makes a man a man? Is it his strength? Or his facial hair? Scott thinks a real man needs a moustache but, he doesn't have one. He's 16 years old and doesn't have a single hair on his lip. But is there more to being a man than a moustache? There's only one man that can help him, the Moustache King! <br><br>Writer: Devon Peak<br>Programmer: Devon Peak<br>Art: Devon Peak<br>Music: Undecided ]]></description>
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      <title>Entry: Witch Gal Bubu</title>
      <link>http://www.agbic.com/discussion/49/entry-witch-gal-bubu</link>
      <pubDate>Sat, 23 Jun 2012 01:06:43 -0400</pubDate>
      <dc:creator>nuria</dc:creator>
      <guid isPermaLink="false">49@/discussions</guid>
      <description><![CDATA[<img src="https://dl.dropbox.com/u/10184870/famicase21.jpg" alt="image"><br>Based on this cover I'm gonna make a game Famicom /NES style, same color palette, resolution, limitations, etc.<br><br>Witch gal bubu is a non-linear action-adventure game, a mix between megaman and metroid. :)<br><br><img src="https://dl.dropbox.com/u/10184870/bubu.png" alt="image"><br><br>]]></description>
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      <title>Entry: KYOTO HI-TECH HOMICIDE</title>
      <link>http://www.agbic.com/discussion/34/entry-kyoto-hi-tech-homicide</link>
      <pubDate>Thu, 14 Jun 2012 18:44:09 -0400</pubDate>
      <dc:creator>lmtf</dc:creator>
      <guid isPermaLink="false">34@/discussions</guid>
      <description><![CDATA[<img src="http://www.agbic.com/11/softs/42.jpg.pagespeed.ce.715xVHN2EN.jpg" alt="image"><br><br><h2><b>京都ハイ・テク殺人事件 — KYOTO HI-TECH HOMICIDE</b></h2><br><i>Behold the rise of humanity's greatest evolution. Discontent with augmenting our reality, we now recreate reality itself from our augmentations. Thus, metadata became data. Data became matter. Now we only see matter.</i><br><br>Kyoto Hi-Tech Homicide is a 2D, vertical-scrolling schmup <i>(that is, "schoot-em-up")</i>. The design is heavily influenced by all those Japanese companies you kinda have to name-drop if you want to be accepted by the schooting community. Like Raizing and Cave! But mostly Ruminant's Whimper.<br><br>Here's some of the exciting things you can look forward to!<br><ul><li>Invigorating three-button system! <i>(four if you count full-auto!)</i></li><li>A scoring system of sufficient depth!</li><li>Three whole levels unless that proves too ambitious!</li><li>An overblown, incomprehensible, pretentious storyline!</li><li>Incredible attention to detail!</li><li>It will tate!</li><li>I may snap!<br></li><li>HELL YEAH</li></ul>]]></description>
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      <title>Entry: T-Shirts Catalog</title>
      <link>http://www.agbic.com/discussion/28/entry-t-shirts-catalog</link>
      <pubDate>Sat, 02 Jun 2012 15:16:15 -0400</pubDate>
      <dc:creator>tamoose</dc:creator>
      <guid isPermaLink="false">28@/discussions</guid>
      <description><![CDATA[Hello!<br>My name is Tam and I'm going to make a game based on this:<br><br><img src="http://www.agbic.com/12/softs/19.jpg" alt="image"><br><a href="http://www.agbic.com/12/softs/19.jpg" target="_blank" rel="nofollow">http://www.agbic.com/12/softs/19.jpg</a><br><br>I wanted to pick a cart that looked very little like a game, and that's the one that stood out to me.<br><br><b>My Plan (so far)</b><br>I'm going to make it in Unity as I want to learn at least the basics of Unity. This will give me a good excuse to pick it up.<br>I'm a designer by day, so I'll have a couple evenings a week and bits of weekends to work on it.<br>The idea at the moment is a 2D speed memory game. Potentially 2 player but that's maybe getting carried away.<br><br>For now, I'm going to give it a few days to stew in the back of my head.]]></description>
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      <title>Entry: Planet of the Arctic Space Monkeys</title>
      <link>http://www.agbic.com/discussion/69/entry-planet-of-the-arctic-space-monkeys</link>
      <pubDate>Wed, 11 Jul 2012 14:14:45 -0400</pubDate>
      <dc:creator>NateKling</dc:creator>
      <guid isPermaLink="false">69@/discussions</guid>
      <description><![CDATA[Inspired by this Cartridge:<br><img src="http://www.agbic.com/12/softs/48.jpg" alt="image"><br><br>Planet of the Arctic Space Monkeys is a realtime strategy mixed with a tower defense with little to no towers.  You control a tribe of Arctic Space Monkeys who's homeland has been threatened by invading space colonists. Use your strategy and strength of numbers to overpower their space technology and stop the colonists from invading your land!<br><br><br>The game is being developed in Flash Punk. All art and code by me.<br><br> More details and screen shots to come!<br><img src="http://4.bp.blogspot.com/-Pz3PJN1EU6Y/T_o3-XjhEBI/AAAAAAAAAL0/xUJ3lgSo-ek/s640/screen1.png" alt="image"><br><br>]]></description>
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      <title>Entry: Whale of Noise</title>
      <link>http://www.agbic.com/discussion/44/entry-whale-of-noise</link>
      <pubDate>Tue, 19 Jun 2012 19:23:49 -0400</pubDate>
      <dc:creator>Terics</dc:creator>
      <guid isPermaLink="false">44@/discussions</guid>
      <description><![CDATA[<img src="http://www.agbic.com/08/softs/2.jpg" alt="image"><br><br>Whale of Noise is a side-scrolling world-building game of sorts. The world starts off gray, static, and empty. The player controls whales, one at a time, and builds naturally occurring environments on the back of the whales to later implant into the grounds. Sounds will be attached to elements of the world so as the world grows a songs starts to form. <br><br>VectorGrey will be making it in Java but, in case of unforeseen problems I'll be making it in Game Maker as well. We'll be both doing the design while VectorGrey will be handling the music and sound.]]></description>
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      <title>Entry: Argument Champion</title>
      <link>http://www.agbic.com/discussion/62/entry-argument-champion</link>
      <pubDate>Thu, 28 Jun 2012 11:56:33 -0400</pubDate>
      <dc:creator>blueboo</dc:creator>
      <guid isPermaLink="false">62@/discussions</guid>
      <description><![CDATA[I'm intent on making a game that actually has fundamentally argument-related gameplay.  So I looked into what AI researchers have done to try to codify debate.  I was gratified to find that there is a branch of study that works towards this end.<br><br>Gasso, Floriana.  2004 "Towards a Framework for Rhetorical Argumentation."  Liverpool, England. <br><br>was very helpful.  It's written in symbolic logic-ese, but the idea is actually pretty intuitive.  Crucially, arguments have to work in the context of facts and relationships the argument exists in, and it's effective as far as it is acceptable to the audience.<br><br>Martin Caminada and Yining Wu. Towards an Argument Game for Stable Semantics. In<br>Proceedings of the 8th Workshop on Computational MoWork experiencedels of Natural<br>Argument (CMNA 2008).<br><br>This convinced me that I might not be able to literally replicate argument mechanics in a game.  The logic of a "stable semantics" argument game makes sense to me, but linking the symbols to actual real-world concepts is unclear.  I think it would require too much abstraction.<br><br>G. A. W. Vreeswijk and H. Prakken, ‘Credulous and sceptical argument games for preferred semantics’, in Proceedings of the 7th European Workshop on Logic for Artificial Intelligence (JELIA-00), number 1919 in Springer Lecture Notes in AI, pp. 239–253, Berlin, (2000). Springer Verlag.<br><br>[Edit: All these papers' PDFs are available via Google.  But Google wasn't letting me copy the URLs properly.]<br><br>Very cool representation of arguments, and this encouraged me to try to integrate all these concepts to make it work.<br><br>And I think I can...I think I have a really intuitive framework for this.  Before I present that, here's a WIP screenshot after all this bloviation.<br><br><img src="http://i.imgur.com/sFt7W.png" alt="image"><br><br>Good luck everyone!  We're on track to finish with a really cool AGBIC 2012!]]></description>
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      <title>Entry: Kaisha Kazoku</title>
      <link>http://www.agbic.com/discussion/54/entry-kaisha-kazoku</link>
      <pubDate>Sat, 23 Jun 2012 13:37:20 -0400</pubDate>
      <dc:creator>tipp</dc:creator>
      <guid isPermaLink="false">54@/discussions</guid>
      <description><![CDATA[<img src="http://www.agbic.com/12/softs/62.jpg" alt="image"><br><br>if i get the chance i will try to make this game. does anyone know what the title is in english?<br>]]></description>
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      <title>Entry: Berry Hill Strawberry Farm</title>
      <link>http://www.agbic.com/discussion/41/entry-berry-hill-strawberry-farm</link>
      <pubDate>Tue, 19 Jun 2012 00:18:46 -0400</pubDate>
      <dc:creator>chris_b</dc:creator>
      <guid isPermaLink="false">41@/discussions</guid>
      <description><![CDATA[<a rel="nofollow" href="http://www.agbic.com/12/softs/42.jpg"><img src="http://i48.tinypic.com/16kbdrr.jpg" alt="image"></a><br><br>I'll be making something inspired by <a rel="nofollow" href="http://famicase.com/12/softs/42.html" title="berii no oka no ichigoen">ベリーの丘のいちご園</a>.<br><br>Being a lover of huge fruits in videogames, this case artwork really stood out to me. Not sure exactly what sort of game it'll be yet, but I've got a couple of ideas in the pipeline.]]></description>
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      <title>Entry: Necorhythm</title>
      <link>http://www.agbic.com/discussion/29/entry-necorhythm</link>
      <pubDate>Mon, 04 Jun 2012 17:44:01 -0400</pubDate>
      <dc:creator>Shalmezad</dc:creator>
      <guid isPermaLink="false">29@/discussions</guid>
      <description><![CDATA[I won't lie: I love music based games. Once I seen the cover of this one, I knew I had to make it a reality.<br><img src="http://www.agbic.com/12/softs/33.jpg.pagespeed.ce.xMeBKmJLME.jpg" alt="image"><br><br>So far, I'm still playing with various ideas, but I have decided that I will use Java as the programming language because: <br>a) It's cross platform<br>b) I know how to use it<br>    i) I have created applets before, allowing it to be published on the web<br>    ii) I have played around with midi, allowing me to create the sounds needed for this game<br>c) I can use any machine around my house (unlike flash, which comes with difficulties in Linux development)<br><br>Hopefully, I'll have some of the game fleshed out by the end of this week.]]></description>
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