Toronto Chapter
Summary & Pictorial - June 2, 2005




The Indie Games Showcase
Report by Jason MacIsaac

Today's Toronto IGDA event was something special, revealing just how much game developing talent you'll find in Ontario if you just look, or give it a chance to flaunt itself. The chapter gathered at the International Academy of Design & Technology on Front Street to watch local developers show off their games at our first Indie Games Showcase.




The purpose of the event was to "show your work and share," according to Chapter Co-ordinator Anne-Marie Huurre of WomenWise, and to give these smaller, growing companies practise with "Elevator pitches." They certainly got that, and they wowed the crowd with some pretty advanced and creative stuff.

First up were Raigan Burns and Mare Sheppard of Metanet Software, demonstrating their game, simply entitled "N." Described by its creators as a game with "a ninja and physics," you guide your character around a screen of platforms and obstacles, trying to gather gold dots before the time elapses. It takes judicious use of jumping and the game's physics to get it done. The game already has quite the following, having pocketed the Independent Games Festival's 2005 Audience Choice Award.




If you want to know more about N, you can head to Metanet's webpage here. You can also download a PC, Mac, or Linux demo.

Next up was Paul Forest with the game "T.W. Light," an open-source "clone/sequel" to the classic game Star Control. They have created a ship combat system, and are currently at work on an "epic adventure part" called "T.W. Legacies."


More information about T.W. Light can be found here.

Eric Knight, and his "pals" Ivan and Tyler presented an ambitious MMO strategy game of empire-building. The game was a very ambitious multi-portal game. Unfortunately we only received a limited demo due to server trouble.



John Maur and Mathew Rogers were up next, with a Game Boy Advance game (never let it be said there wasn't any variety at the Indie Showcase) with the working title "gfsNinja," named after the engine that powers it. The developers were inspired by the games Ninja Gaiden and Bionic Commando. They showed a character doing some well animated swinging and jumping.



You can learn more about gfsNinja and download a demo movie here.

The gang from OmniG Software not only demonstrated two of their games, they demonstrated just how fast this business is progressing. Their company designs games for Windows Mobile, Pocket PC and Smart Phone platforms, and they've come up with a 3D game engine, which puts some very impressive graphics in the palm of your hand. They demonstrated a RC helicopter combat game called "Chopper Fight," and "Speed City," a motorcycle racing game.




You've got to see their stuff, and you can see at their webpage www.omnigsoft.com.

Magitech just recently announced that they've signed a publishing deal that will get their historical wargame "Takeda 2" on store shelves in China, Taiwan, and Russia. This game allows you to play as seven different factions in feudal Japan. Formations in this game are vitally important, as the troops can act like a force, rather than individuals. However, individually the troops can feel fear and fatigue, making Takeda a complex and multilayered game.




Learn more about Takeda 2 here.

Next we had Jerry Liang demonstrate "Iron Nail" from DKD Productions, a game that plays like a platform version of Splinter cell (in fact, it's the sequel to an earlier game called "Splinter Source"). The idea is to stealthily get through the level and to the exit, evading or kill guards in the process.


Iron Nail's official homepage can be found here.

Longbow Digital Arts proved that there is still room for innovation in real time strategy games with their new title, "Hegemony: Philip of Macedon." Two things in particular stood out about this game: a huge map to battle over (Greece, modelled after satellite maps), and the fact that just the act of moving troops is a huge part of the strategy. The map has lots of diverse terrain, and not bad looking terrain at that. Much of it cannot be crossed by a legion of troops. For example, mountains might require an army to break into a thin line to trickle through a mountain pass. So, if an enemy force is waiting on the opposite side in a nice big organized formation, the first army would be totally screwed. Gaming generals will have to carefully consider moving from point A to point B, and intriguing way of implementing strategy.




The company is aiming for a Christmas release, and I hope they get lots and lots of attention, because they deserve it. You can check out Hegemony and their other games at www.longbowdigitalarts.com.

The final presenter got the most laughs of the night: Jim McGinley and his game "Jugglin'." The idea is simple--you're juggling balls, and trying to do tricks in the process. This game had somewhat surreal, comical graphics, and made a Homer Simpson-ish "D'oh!" sound every time a ball was dropped. It's a little challenging to control at first, but it's an interesting and certainly unique idea we hope gets further development.



You can check out a demo of Jugglin' here.

Both the presenters and the audiences agreed that the Indie Games Showcase was a big success, and everyone had the same question: "Are you going to do this again?" The answer is yes. We're not sure when at this stage, but there's no way we can let something this cool be a one-time event.

The Toronto chapter would like to thank Anne-Marie Huurre for organizing the event, the International Academy of Design & Technology for hosting us, and the student volunteers of the Video Game Design & Development program for setting up the event. An extra special thanks to all of the presenters, who made this night the success it was.

Want another report on the IGDA Toronto Indie Game Showcase? ToxicHealth from the forums also wrote up a summary of the event, which you can check out here.

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