 |

|
 |

| |
First IGF China Awards Topped By Captain Forever
by Staff [PC, Console/PC]
|
|
| |
|
October 12, 2009
|
| |
Organizers of the inaugural Independent Games Festival China have announced this year’s IGF China winners during a packed riverside IGF Awards Ceremony, held on the first evening of the 2nd Game Developers Conference China in Shanghai, on October 11th 2009.
The ceremony, presented by IGF China judge and Chinese game industry veteran Kevin Li, awarded the best independent game developers and student creators from the Asia-Pacific area.
The first ever IGF China Best Game award, including a RMB 20,000 ($2,900 U.S.) cash prize and two all-access GDC 2010 passes, went to Australian creator Farbs and his unique modular 2D space adventure game, Captain Forever (pictured).
Some of the other top awards went to notable Chinese game creators, with You Yun Tech’s XNA-based kung fu combat title HurricaneX2 picking up the Technical Excellence award, and Magic Day Studio’s lush fantasy strategy game Donovo winning the Excellence In Art Direction award.
In addition, Best Student Game went to National University Of Singapore’s Autumn Dynasty, which uses a brush and touch screen to have the player direct fantasy Far-Eastern armies with virtual brushstrokes.
The full set of IGF China 2009 winners are as follows:
- Best Game: Captain Forever, by Farbs (Australia) [RMB 20,000/$2,900 US, 2 GDC 2010 passes]
- Excellence In Art Direction: Donovo, by Magic Day Studio (China) [RMB 5,000/$730 US]
- Technical Excellence: HurricaneX2, by You Yun Tech (China) [RMB 5,000/$730 US]
- Excellence In Audio: Armor Valley by Protege Production (Singapore) [RMB 5,000/$730 US]
- IGF Best Student Game: Autumn Dynasty: Paper Generals, by students from National University of Singapore (Singapore) [RMB 5,000/$730 US]
- IGF Excellent Student Winner: INK, by students from Singapore Polytechnic (Singapore) [RMB 2,000/$290 US]
- IGF Excellent Student Winner: Bumper Halloween, by students from Beijing University (China) [RMB 2,000/$290 US]
This year’s finalists from multiple different Chinese provinces, Singapore, Taiwan, Japan, and Australia, and over 15 countries were represented in the over 100 entries in the first-ever year of Independent Games Festival China.
"We are so proud to honor these winners who have worked so hard on these local independent games," said GDC China event director Meggan Scavio. "We are all impressed not just with the games produced by our winners, but with all the finalists and submissions to the competition. We hope that presenting an IGF in China will continue the development of indie games for years to come in the Asia Pacific region."
Presented by Think Services, a division of United Business Media, GDC China and IGF China will return to the Shanghai International Convention Center in 2010. For more information on the first inaugural Independent Games Festival China, including screenshots and information on finalists and winners, visit the official IGF China website.
|
| |
|
|
but it sounds suspiciously like 'warning forever'
http://www.youtube.com/watch?v=m1IQBR6cyrs
not at all like warning forever. more like tumiki fighters.
I think that there are another game that is exactly like that and is not captain forever, or I played a older version of it, I don't remember the exact name now, but the graphics and mechanics were exactly like warning forever, but you commanded instead of piloting directly (also it had a ship editor... really cool). Too bad that the version that I played was not finished yet, so it had only half of a campaign and some bizarre (happily graphical, not gameplay) glitches.
EDIT: I researched more and found that indeed, it is two diffrent games.
http://www.wyrdysm.com/games.php <<< battleship forever is a RTS warning forever, and captain forever seemly is a tukumi fighters with warning forever graphics and asteroids controls and view.
http://en.wikipedia.org/wiki/Warning_Forever
also the idea of having the ship built from various modules is similar (though in warning forever its the enemy that do this)
I had the same idea for a shootemup at the start of the year (I sorta nicked the idea from warning forever, but turned its on its head like Captain Forever has) thats why this game sent alarm bells ringing
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=450912&cmonth
=2&cyear=2009&cday=1
The problem I found was in the middle of a hectic shootemup action the last thing you want to do is redesign your spaceship
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=450912&cmonth
=2&cyear=2009&cday=16
Ild be interested in trying out this game to see how they work around this issue
btw Im not accusing the makes of deception as theyve obviously nodded in the title " X forever "
To clarify, Captain Forever is inspired by but not affiliated with Warning Forever and Battleships Forever. It shares the modular ship concept but uses it to create a very different play experience. I haven't blogged about the design yet, but if you're interested you can read Steve Swink's take on it here:
http://blurst.com/blog/captain-forever-rhapsody/