Hello folks, and welcome to this week’s Space Game Junkie Podcast! This week, Jim and I sit down with the developer of the fun, open worldy space game Space Salvager, Sam Albon, to talk about his game, developing on XNA, the British school system and a lot more. We did this at 6 AM my time, so I’m a bit…woozy, I guess is the best term, so I apologize for not being as on point as I could’ve been. ;) Regardless, it was a really fun discussion covering what is a really fun game that you should all play. ;)
Hey folks, welcome to this week’s episode of the Space Game Junkie Podcast. This week, Jim and I sit down with John Brewer, developer of the hard sci-fi 4X game Slower than Light, which is currently going through a Kickstarter campaign. As the name might suggest, in this universe, light is indeed the speed limit, and there are no cheats like wormholes or jumpgates or any of that nonsense. This makes the game take on a whole new flavor from other 4X games I’ve played, a much…creepier…flavor. ;) The conversation is really fun, and we also talk about the trials and tribulations of Kickstarter as well. :)
Hey folks, welcome to this latest episode of the Space Game Junkie Podcast! Now, this week we did something a bit different. Rather than talk to a game developer, as is our usual, we brought on author John Hemry. Under the pen name Jack Campbell, he has written an entire series of books called the Lost Fleet series, which in the beginning focuses on a fleet of starships trying to make it home along a long slog through enemy territory. Jim and I have both read these books (I more than him), and we were FASCINATED by the unique way space combat is handled in the series.
Basically, since light is a limitation/speed limit when in combat, the amount of time it takes light to travel affects everything you do, from when you see something to when you react to something. It’s really amazing stuff, so Jim and I were thrilled to talk to John about his military background and how that helped him come up with the concepts of movement and combat in the books. We had some technical difficulties, and I apologize for not talking much as I was fighting a cough the whole time, but thankfully Jim picked up the slack. We hope you enjoy it. :)
Hey folks, just chiming in because I’m not feeling awesome, so we’re skipping the podcast because I’m too low energy to really make it fun for anyone. I think just the lack of/lousy sleep over the last few weeks is really catching up with me. :/ I’m just so…bleh…tired, unmotivated, it’s not usual for me and I don’t like it, so I wanna try to do whatever it takes to recover. With that said, we have some fun stuff coming up that I wanted to share with ya. I’m still trying to get guests for upcoming weeks, so this may change, but as it is right now, here’s what’s coming up:
April 1st – John Hemry, Author of the Lost Fleet book series (which has awesome space combat)
April 8th – Slower than Light with creator John Brewer (Here’s the Kickstarter)
April 15th – Space Salvager with creator Sam Albon (fun game!)
April 29th – A look at the Freespace Open Project with its project lead Fabian “The E” Woltermann and discussing Freespace 2′s 15th anniversary a little bit (which won’t be our only look at the game this year)
May 6th – A look at O.R.B. (which was requested by Jim, as it just came out on SteamA
May 13th – Off Topic: Marketing & SEO for Game Websites (Jim’s idea, to help devs out, because y’all got some stanky websites)
Remember, if you have a topic idea you’d like us to cover, please send it to firstname.lastname@example.org because we’re totally open to ideas. :) Thanks folks, and have an awesome day.
Hey folks, welcome to the latest episode of the Space Game Junkie Podcast! This week, Jim and I take a look back at the games we’ve covered on the podcast and basically ask, “Where are they now?”. In some cases, the games we’ve looked at have come a long way, but in some cases, sadly not so much. Join us as Jim and I take a look back and see how these games are doing…
Welcome, folks, to this week’s podcast. This time Jim and I are trying something new. Using the IRC and Twitch channels, we’re gonna start doing these things live (you can tune in here, by the by) and this first run through has us talking to Douglas Triggs of Lensflare Games about his MacOS/iOS tactical space combat game, Tactical Space Command (which now has a lite version to try out too). TSC is akin to the old Harpoon games where you’re basically the admiral in the CIC center commanding your ships from afar, and it’s a pretty great game. Douglas also made for a pretty entertaining guest, so this plus the IRC interaction made for an interesting experiment which we hope you enjoy.
A little while back, I got an email from the developer of Ascent – The Space Game, James Hicks, telling me about his game. I love when I get emails like this because I can’t track down all the space games myself, you know? ;) So after playing the Unity-based browser space sim (and don’t let that fool ya, it’s a totally awesome game), I contacted James and asked him to come on the podcast to tell us more about his game. This game, to me, is totally reminiscent of Frontier: Elite II, and that is a very, very good thing. Therefore please join Jim and I as we talk to James about his game, Australia, game development and a bunch more. :)
As always, if you have questions or comments on this show, leave ‘em in the comments below. You can also email us at email@example.com if you’d like to ask us questions or leave comments that we’ll likely read on the show itself. ;) Thanks for listening folks, and enjoy! :)
So as of this week guys, Jim and I have been doing this show for a whole year. While we’ve missed a week here and there for various reasons, we’ve done this thing almost weekly for an entire year, so not only are we hitting our anniversary, but also our fiftieth show, so double milestone! :) In this episode, Jim and I look back at how the show has gone, some things we (okay, I) can be doing better, talk about a bunch of fun, randomy stuff, and then answer your emails. It was a really fun time! :)
As always, if you have questions or comments, you can leave them in the comments below, or write us at firstname.lastname@example.org and we’ll read your email on the show. :) Thanks for listening folks, and have an awesome day!
Hey folks, welcome to this week’s episode of the Space Game Junkie Podcast! This week Jim and I sit down with Lead Programmer Andrew Hume and Lead Designer Richard Clifford of MinMax Games to talk about their recently announced piece of amazingness, Space Pirates and Zombies 2. It’s a lengthy podcast that I actually prepared for this time, so we ask a lot of questions and get a LOT of great info in return. :)
If you’d like to get in touch with us, leave a comment below or email us at email@example.com. We hope to start getting enough emails to read ‘em on the show regularly. ;) Thanks for listening, and we hope you enjoy the show. :)
Hey folks, welcome to the latest episode of the Space Game Junkie Podcast. I apologize for getting this up so late, as Jim sent it to me days ago, but I had the busiest weekend ever, so I didn’t really have time to put it up until now. I also don’t have time to do the detailed show notes this week either (I might have to pair those down in general since they take an awful long time sometimes). :( On a happier note, Jim and I talk about a lot of awesome stuff, like news, games we’re playing and immersion in video games, based on our own experiences plus those you — our awesome readers — shared with us. It made for a great discussion, and we hope you enjoy it. :)
As always, you can leave comments below, or contact us at firstname.lastname@example.org if you’d like to contact us directly. Also, while I’m thinking of it, we’re thinking of doing some kind of write-in show, so hey, write us with questions you have and we’ll answer ‘em on a future show. ;) Thanks for listening, as always folks! :)