uDevGames 2004 Officially Announced
8:12 AM | Eddie Park | Comment on this story
Mac game community site iDevGames has announced that the uDevGames 2004 - Macintosh Game Development Contest has officially commenced. As with previous uDevGames contests, interested contestants have three months to fully develop a game from start to finish. Once submitted, games will be judged from a variety of angles, including originality, story, and polish.
Serving as a showcase for creative and fun games that are created within a three-month development period, the uDevGames Contest is the premiere annual event in the Mac game development scene, for both developers and enthusiasts alike. This year's contest features many new improvements, including a new category to determine "Best Story" in a game, judging by noted industry professionals to determine "Best Polish" — or the level of professionalism and finish displayed in a game, as well as the adherence to OSI (http://www.opensource.org/licenses/) approved licenses for all source code released in uDevGames 2004.Some of the stipulations include that a title must run natively under OS X, and that it must be under 10 MB when compressed. Prizes for winning entries have been donated by a variety of Mac-related sponsors.
More information on the rules can be found at iDevGames.
Design; Develop; Everyone Wins — uDevGames 2004 Announced
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IMG Reviews Battlefield 1942: Deluxe Edition
10:58 AM | Tuncer Deniz | Comment on this story
Inside Mac Games has posted a review of Aspyr's Battlefield 1942. Here's a clip from the review:
If you’re looking for gripping drama and the human connections found in epics like Private Ryan, you better stop looking for it in Battlefield: 1942. It’s an aptly titled game, all battle all the time. Though technically both a single and multiplayer game, BF1942 is at its finest while playing against human opponents on the Internet or over a network. BF1942 is an action game, one that is best played at full speed, as a trooper, a medic, a bomber, a tank commando, or any other number of roles players can choose. BF1942 emphasizes fast paced action, vehicles, and team-based strategy.To check out the entire review, please follow the link below.
IMG Review: Battlefield 1942: Deluxe Edition
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Final OpenGL 2.0 Specification Announced
10:01 AM | Tuncer Deniz | Comment on this story
The long-awaited OpenGL 2.0 specification was announced today at the SIGGRAPH 2004 industry tradeshow. OpenGL 2.0 provides high-level access to the programmable features of modern graphics processors. OpenGL is used in most of today's Macintosh games and is an integral part of Mac OS X.
Here's more from the offficial press release:
OpenGL® Shading Language has been extensively field tested for a year within the proven ARB standardization process. Potential applications include cinematic quality images for games, more realistic imagery for training and simulation, better analysis tools for medical visualization, and more true-to-life simulated environments for designing and styling manufactured products.New features of OpenGL 2.0 include:
Since its introduction in 2003, OpenGL Shading Language has become the most widely supported shading language for developing interactive graphics and visualization applications, with implementations for UNIX®, Microsoft® Windows®, Linux®, and other operating systems. This wide compatibility enables developers to readily move their work across most major commercial operating systems and hardware platforms. OpenGL 2.0 fully supports all applications written under the previous versions of the specification.
• Programmable shading. With the new release, both OpenGL Shading Language and its APIs are now core features of OpenGL. New functionality includes the ability to create shader and program objects; and the ability to write vertex and fragment shaders in OpenGL Shading Language.For more information on OpenGL 2.0, be sure to visit the official OpenGL web site.
• Multiple render targets that enable programmable shaders to write different values to multiple output buffers in a single pass.
• Non-power-of-two textures for all texture targets, thereby supporting rectangular textures and reducing memory consumption.
• Two-sided stencil, with the ability to define stencil functionality for the front and back faces of primitives, improving performance of shadow volume and constructive solid geometry rendering algorithms.
• Point sprites, which replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
Maelstrom For Mac OS X Updated
8:39 AM | Jean-Luc Dinsdale | Comment on this story
Programmer Sam Lantiga has released an updated, Mac OS X-friendly version of Ambrosia Software's award-winning twelve-year-old arcade game Maelstrom.
In version 3 of the game, the Asteroids-inspired classic has been re-written to take advantage of the Simple DirectMedia Layer and SDL_net libraries. The game, which has seen updates in its graphics and sound effects, features multiplayer action over the internet, and a worldwide high score chart.
Head over to IMG's sister site MacGameFiles to download the updated game.
Download Maelstrom 3.0.5
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Final Call of Duty 1.4 Patch Released
8:27 AM | Tuncer Deniz | Comment on this story
The final verison of the Call of Duty 1.4 patch has been released. The update adds changes specific to the PC 1.4 version of Call of Duty, fixes some performance issues from the 1.4 public beta, and adds better support for FSAA effects.
A full list of fixes is included in the readme. To download the patch, please follow the link below to Macgamefiles.com.
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GamerDad Posts Look At Game Reviews
8:16 AM | Eddie Park | Comment on this story
GamerDad has posted an interesting perspective regarding game reviews and how they are sometimes received. Titled Mechanical Reviews, the gist of the article is that game reviews are opinion, and that readers sometimes misinterpret the results.
One thing pointed out is the idea of how a score actually works:
Reviews of DOOM 3 are all pretty good. Some of them are even giving it a perfect score of 10 out of 10 or five stars out of five. That's rubbing some people the wrong way because they feel that score, the perfect ten, essentially equates the game with being perfect. To them that means there could be no better game than DOOM 3, only games that equal it. It's a patently silly concept but believe it: there are plenty of gamers that think this way!Other topics touched include the subjectivity of reviews, why ranking systems are important, and the influence technologies can have on the way people view a particular title.
Check out the opinion page by clicking through the link below.
GamerDad - Long Shot #56
NeverWinter Nights 2 Interview
8:15 AM | Mike Apps | Comment on this story
Those interested in the recently announced RPG Neverwinter Nights will be interested in an interview with some folks from Bioware recently posted on Neverwinter Vault. The interview mostly discusses Bioware's role in the development of the sequel. Here's a snippet:
1) What role does BioWare play in the development of Neverwinter Nights 2?For more information, or to read the full review, follow the link below.
Neverwinter Nights 2 Interview
Greg Zeschuk : BioWare is providing the BioWare Aurora Engine to Obsidian to help build Neverwinter Nights 2. We're also providing technical support on the engine, as well as design advice. We're advising on the project so that the original vision of the game is passed on to the new team. We've got a good relationship with the folks at Obsidian and we definitely want to see them succeed in making Neverwinter Nights 2 a great game; we see it - in part at least - as still being a BioWare project.
2) Does BioWare have an approval in the final product?
Ray Muzyka : We're working closely with Atari and Obsidian as the game progresses and, at their request, we'll be assessing the game's progress with Atari as it moves along.
3) Did you foresee a sequel when you were developing the original?
Greg Zeschuk : At BioWare we always plan on extending every game we create as we're building it. We've routinely created a number of successful expansion packs to most of our games, and do like to see sequels made to extend the life of the products. Neverwinter Nights 2 is no exception. We built the original and two expansions and now look forward to seeing the sequel being made. We can't wait to play it…J
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Dark Horizons: Lore Update, Demo Released
8:14 AM | Eddie Park | Comment on this story
GarageGames recently announced that a massive update for MaxGaming Technologies' Dark Horizons: Lore has seen release. Expanding on the original fast-paced mech combat gameplay, the update includes a host of new weapons, sounds, maps, and interfaces to the mix.
Some of the key new features include:
In addition, a free unlimited play demo is being offered for folks looking to try out the latest additions. Those interested in downloading it can find it at both GarageGames' site and at MacGameFiles. The demo is sized at around 75 MB.
Dark Horizons: Lore The War Rages On
- Improved persistent player and battle stat tracking from Official Server Corp servers with new Alaskan and North Eastern beach battlefield environments.
- Blood pumping new music, new and enhanced weapon visuals and sound effects.
- Enhanced environmental effects including more realistic water dynamics, precipitation and multilayered fog.
- User created, aerial assault weapon and new rapid fire homing missile.
- Multi-player only demo and retail versions with improved staging area and enhanced user interfaces.
Dark Horizons: Lore Demo 1.1
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