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How live-streaming development can solve Vlambeer’s clone problem

How livestream development could solve Vlambeer's cloning problem

Vlambeer is going to live-stream development of its next game. This wouldn’t be notable for many other indie developers, but Vlambeer’s history makes this strategy appear, for lack of a stronger term, absolutely illogical.

“At this point, all of our big games have been cloned,” Vlambeer co-founder Rami Ismail tells me at E3.

He goes down the list: Super Crate Box, Ridiculous Fishing, Luftrausers and Infinite SWAT all have clones. The only acceptable one is the Infinite SWAT “homage,” Broforce, from South African team Free Lives, Rami said – it’s an example of developers taking inspiration from a game and creating their own world with it. The other ones, though. Those are straight-up clones.

These clones caused major problems for Ismail and Vlambeer’s other half, Jan Willem Nijman. The Ridiculous Fishing clone affected the team so strongly that they almost stopped developing their own game completely. Ridiculous Fishing almost didn’t exist. Because of a clone.

Hence, Vlambeer live-streaming development of its next game sounds like a pretty terrible idea. Until Ismail explains his reasoning:

“If you look at Ridiculous Fishing, one of the reasons the clone was such a nightmare was because nobody knew that we were working on Ridiculous Fishing. We had to rapidly announce Ridiculous Fishing while the clone story was going down, so people knew that it was our idea first and they stole it from us. With Luftrausers, when SkyFar hit, it was much better, because everybody already knew that Luftrausers was a Vlambeer thing and that SkyFar was a clone.”

That makes sense, actually.

“No, it doesn’t,” Rami says. But Vlambeer is doing it anyway.

Continue reading How live-streaming development can solve Vlambeer’s clone problem

JoystiqHow live-streaming development can solve Vlambeer’s clone problem originally appeared on Joystiq on Wed, 19 Jun 2013 15:30:00 EST. Please see our terms for use of feeds.

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Joystiq

Stealth Bastard gets a new name: Stealth Inc – A Clone in the Dark

Stealth Bastard renamed 'Stealth Inc A Clone in the Dark'

Stealth Bastard, Curve Studios’ sneaky puzzle platformer, has cleaned up its act and now sports a new name, as suggested by two fans: Stealth Inc – A Clone in the Dark. Curve held a contest to rename Stealth Bastard ahead of its launch on PS3 and Vita, promising the winner a Vita, a copy of the game and his name in the credits. Curve ended up picking two names and mashing them together, giving each person the grand prize.

“I’d like to express my gratitude to all 3,500+ of you that entered (yes, even those of you who submitted the perverted Stealth Orgasm, the outlandish Ze goggles! Zey do something! and the more classy El Chappo Stealtho),” Curve Lead Designer Sam Robinson writes. “They were all worthy titles, but there could be only one… well, two!”

RIP Stealth Bastard, and long live Stealth Inc – A Clone in the Dark, coming to Vita and PS3 this summer.

JoystiqStealth Bastard gets a new name: Stealth Inc – A Clone in the Dark originally appeared on Joystiq on Thu, 25 Apr 2013 21:30:00 EST. Please see our terms for use of feeds.

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Joystiq

Vlambeer ‘fully intends’ to fight Luftrausers clone

Vlambeer vaguely announces Luftrausers delay, potential Vita launch

Indie developer Vlambeer is getting used to its games being cloned before final release, with the developer discovering today that its upcoming game Luftrausers has a clone called SkyFar on the iOS App Store. Freelance journalist Scott Nichols noticed the clone today, following its App Store release on March 24.

“We obviously endured a bit of a scare when news arrived of Luftrausers being cloned and released ahead of our own release schedule by another developer,” Vlambeer lead Rami Ismail told us. “This time, however, it’s not ‘just’ the idea of the game that has been cloned, but also the visual style. This gives us much more room to fight the whole thing, and we fully intend to.”

Ismail continued, “The developer of the clone has gotten in touch with us after Twitter exploded and let us know that ‘acttuly we genrated our assets, Codes and all newly’ and that the gameplay as indicated on the screenshots ‘is not there in game as in the screen shots. We just done those screnshots for public attraction’. They signed off with the note that ‘we really dont think it links your game at all.’”

Vlambeer was famously at the heart of another cloning incident, when its 2010 browser-based game Ridiculous Fishing was cloned in 2011, while the developer was in the process of porting it for the platform. Another key issue with that clone, Ninja Fishing, was that it became a hit on the App Store. SkyFar hasn’t seen such traction.

Continue reading Vlambeer ‘fully intends’ to fight Luftrausers clone

JoystiqVlambeer ‘fully intends’ to fight Luftrausers clone originally appeared on Joystiq on Mon, 22 Apr 2013 15:45:00 EST. Please see our terms for use of feeds.

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Joystiq

Pebblis app crams Tetris clone into your Pebble watch

If you’re an electronic device, you really haven’t made it to the world’s stage until you can run Tetris. Pebblis, a free app for the Kickstarted e-paper smart watch Pebble, presents the clone seen here.

JoystiqPebblis app crams Tetris clone into your Pebble watch originally appeared on Joystiq on Tue, 16 Apr 2013 06:45:00 EST. Please see our terms for use of feeds.

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Joystiq

Spry Fox, 6waves settle suit over alleged Triple Town clone

Triple Town developer Spry Fox and social mobile developer 6waves have reached a settlement over their legal battle from earlier this year, in which Spry Fox accused 6waves of cloning its hit match-three puzzler. Spry Fox originally filed its lawsuit in January, and claimed that 6waves’ iOS title Yeti Town was a “blatant copy of Triple Town.” The studio also claimed that it had spoken to 6waves about publishing Triple Town, though those negotiations allegedly …


Gamasutra News

Enter the Skirmish on Carlac in Star Wars: Clone Wars Adventures

 

Star Wars: Clone Wars Adventures is receiving a new combat-enabled zone according to Sony Online Entertainment. The new zone titled “Skirmish on Carlac” will feature new instanced missions, bosses to fight, and a new enemy type called “Death Watch Mercenaries”.

The new zone is available now, and if you fight your way through the battlegrounds you will be able to face off with Pre Vizsla himself. Sony Online Entertainment has released the full details which can be seen below. Interested in finding out more about the game? Head over to https://www.clonewarsadventures.com now to find out more and start playing (if you haven’t already).

Here are the full details:

  • 8 New Collections
  • 2 New World Bosses (IG-113 Magnaguard, Death Watch Sergeant Kellov)
  • 4 New Instanced Missions (3 Death Watch Camps, 1 Captive Village)
  • New Enemy Types (Death Watch Mercenaries)
  • World Area = Same Size as Umbara
  • 680 Individual Active Enemies in World Zone
  • 877 Individual Active Enemies in Instanced Missions


That VideoGame Blog

Guitar Hero clone used to teach unknowable, subconscious passwords

People smarter than us use Guitar Hero clone to teach subconscious passwords

We’re not entirely sure if this new development in password technology is amazing or terrifying or both, but a group of cryptographers and neuroscientists have developed a method through which a subject can be taught a 30-character password and not even know that they know it. This is all accomplished through repeated play sessions of a keyboard-controlled Guitar Hero clone. I mean, how else would you do it?

The “game,” developed by Stanford University student Hristo Bojinov, has players pressing the S, D F, J, K and L keys on their keyboards as corresponding symbols fall from the top of the screen to the bottom, as seen above. During a standard 45 minute play session, nearly 4,000 “notes” are generated and entered by the player, 80 percent of which are actually part of a cryptographic sequence. By the time the session is over, the subject has “learned” a 30-character password, though it is supposedly impossible for them to actually know what it is.

In order to “enter” the password, the subject plays a round of the game in which their 30 character password is randomly jumbled with other 30-character sequences. The subject subconsciously trained on their specific password would statistically perform better on those sequences rather than the sequences belonging to other passwords, thus verifying their identity.

Unfortunately, Bojinov’s subconscious encryption engine isn’t playable online at present. Maybe that’s for the best, though — we’re not sure how ready we are to be implanted with unknowable knowledge.

JoystiqGuitar Hero clone used to teach unknowable, subconscious passwords originally appeared on Joystiq on Sat, 21 Jul 2012 21:00:00 EST. Please see our terms for use of feeds.

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Joystiq

Video: Create new genres (and stop wasting your life in the clone factories)

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website] Indie developer and Spry Fox CCO Daniel Cook is tired of seeing games that lift ideas from other titles. He believes too many studios focus their efforts on deriving their content from the industry’s existing successes, rather than inventing new types of gameplay. In a popular lecture at GDC 2012, he spoke out to change all …


Gamasutra News

J.S. Joust clone removed from App Store, dev ‘never gave permission’

[UPDATE: Douglas Wilson of Die Gute Fabrik has contacted Gamasutra, saying, "Sam Pepper did email me back in January. However, I never gave him "permission" to develop Papa Quash." "In his emails, he told me about his general plans to make a motion control game, which he indicated was different from J.S. Joust. He never provided a well-formulated game/design, and as such, there simply was nothing to "approve." I did tell him that, as long ...


Gamasutra News

Report: J.S. Joust clone removed from App Store

After taking heat earlier this week for cloning Die Gute Fabrik’s PlayStation-move based Johann Sebastian Joust, UK developer Ustwo has agreed to pull its copycat app from the iTunes App Store. Ustwo’s game, Papa Quash, used a similar design as the indie darling Johann Sebastian Joust, but traded that game’s PlayStation Move controllers for iOS devices. Audiences quickly noted the similarities and called the studio out for allegedly stealing Die Gute Fabrik’s design. According to …


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