News is a big thing for gaming and so far we have only dabbled into the blogging news field, up until now that is. Welcome to the Editor's Notes, updated with news that relates to the modding and indie scene. Not only will we fill you in on the news but also offer our opinions, giving the community a chance to discuss topics relevant to there interests.

Blog RSS Feed Report abuse M&B Closed Beta Invite

25 comments by Henley on Jul 25th, 2009

I love Mount and Blade and so do the staff of ModDB, we love it so much it took away the Editors Choice award for Best Indie at last years MOTY's. So here is a shameless plug for our friends over at Taleworlds, all about their upcoming expansion called Warband which if you have been living under a rock and know nothing about is a multiplayer expansion for the highly acclaimed Indie game. Anyway here is a qoute from the M&B forums.

Taleworlds wrote:Hello everyone,

We are getting closer to starting M&B Warband multiplayer beta tests and this is an invitation to all our community to apply as beta testers and join in the fun. All you need to do is fill out the application form at:

Since server capacity will be limited, we'll be able to accept a limited number of applicants to the beta tests. Our choice criteria will be as follows:

  • Applicants who enter a valid serial key are much more likely to be selected than those who do not.
  • As we open new test servers, we'll invite new beta testers whose locations are close to that server's location. For example, if we open a server in Germany, we'll invite testers who live in Europe.
  • Other than that, selection will be random.

Thank you in advance to all those who will apply. Looking forward to duke it out with you guys on the beta servers...

Exciting stuff is it not? I'm super keen for something like this as the original game had me hooked for hours on end, bring on the multiplayer carnage!

Report abuse KATANA!

60 comments by stenchy on Jul 22nd, 2009

Caught an update for Killing Floor free DLC to be released soonish:

Shacknews wrote:Developer Tripwire has announced a free new pack of downloadable content for its co-op zombie shooter Killing Floor. The pack will include one level, titled "Foundry," along with two new weapons: the AK-47 and katana.





Somewhere across the Internet, one man screams out into the void.

Tatsur0 wrote:"Noooooooooooooooooooooooooooooo!"

Was the katana put there in jest? Stay with us as we continue with live breaking coverage of KATANA-WATCH 2009! Oh yeah, here's the rest of the media:

New Killing Floor Free DLC Screens  New Killing Floor Free DLC Screens New Killing Floor Free DLC Screens

New Killing Floor Free DLC Screens New Killing Floor Free DLC Screens

Don't get it?

Report abuse Rock Band Network

9 comments by Henley on Jul 19th, 2009

Rock Band is awesome, I cant think of any other game that I've played that makes me and my mates feel like rock gods that are only alive to rock the virtual audience's socks off, hard. Even nowdays I'll pull out the worn plastic instruments of virtual rock, and blast away a few songs. It does get old though, who knows how many times I've played the same songs over and over. So the announcement of the Rock Band Network surprised me when I first saw it, mostly because that my Rock Band experience has always been crafted by the developers themselves. The Rock Band Network in theory should be like the iTunes store, where bands will be able to sell their recorded music over the internet and get paid from the sales except that the Rock Band Network will have the artists creating a playable track along with the music.

Sounds exciting does it not? The ability for bands to promote themselves over a game is great, the tools that the developers used being offered up to help the experience over. I just worry that the balance the game has created with the now "vanilla" tracks will be very different for each uploader. Still its a very good idea, and it only makes Rock Band a better game.

Go here if you want to get more information on the project.

Report abuse IGF 2010 Submissions Open

6 comments by stenchy on Jul 10th, 2009

The IGF is pretty much the holy grail for independent games. Not only does your game have the chance to be selected for widespread exposure, but you get a free trip to party with like-minded developers. The submission period for IGF 2010 has opened up, allowing indie devs the opportunity to join the ranks of other notable IGF winners like Aquaria, Crayon Physics, World of Goo and Audiosurf.

[blockquote]Games selected as finalists will be available in playable form on the GDC show floor and will compete for nearly $50,000 in prizes, including awards for Excellence in Design, Art, the Audience Award and the coveted $20,000 Seumas McNally Grand Prize. Winners will be announced on stage at the prestigious Independent Games Festival Awards on Wednesday, March 11, 2010, at the Moscone Center in San Francisco.

The Independent Games Festival Awards are held alongside the Game Developers Choice Awards and both award shows are part of the 2010 Game Developers Conference. GDC 2010 also includes the 2010 Independent Games Summit, which is entering its fourth year and offers two days of inspiration and practical lectures and rants from the top minds in the independent games world.[/blockquote]

This year's number of judges has "more than doubled", allowing for a greater depth of play with all entries considered. Here's the run down on important dates:

  • July 1st, 2009 Submissions are Open
  • November 1st, 2009 Submission Deadline, Main Competition
  • November 15th, 2009 Submission Deadline, Student Competition
  • January 4th, 2010 Finalists Announced, Main Competition
  • January 11th, 2010 Finalists Announced, Student Competition
  • March 9th-13th, 2010 Game Developer’s Conference 2010
  • March 9th-10th, 2010 Indie Games Summit @ GDC
  • March 11th-13th, 2010 IGF Pavilion @ GDC
  • March 11th, 2010 IGF Awards Ceremony (Winners Announced!)

Be sure to visit for all the details. Good luck to all who decide to enter!

Report abuse The Long Road to Bioware

5 comments by stenchy on Jun 22nd, 2009

Senior Designer David Feltham has a four parts series going up on the Bioware Blog. It summarizes his journey into Bioware's offices and what exactly he does there:

Feltham wrote:I’d love to tell you that I worked hard on learning Unreal, made lots of maps, created a ton of Neverwinter Nights maps and modded the hell out of some engine. I’d love to tell you that it was this that helped me get a job in the industry and that if you keep it up you too will join us in the fray. But this isn’t the case. In fact, my ass in this seat at BioWare, working on Mass Effect 2, the sequel to the number one game of all time on the Xbox 360, is due to equal parts Luck, Networking and Determination.

Although it isn't a modding 'rags to riches' kind of story. It's an interesting read from the perspective of someone who started our in broadcast design. Bioware has been hiring a ton of cinematic designers lately, picking up a couple of the lads from Lit Fuse (remember the ME2 teaser?) and the infamous Monkey Junkie (congrats!). They are part of the communal level design process David details in part 3:

Feltham wrote:A level at BioWare, and specifically on Mass Effect, starts with a writer’s rough overview for the plot. After everyone involved with the level (artist, Level Designer, cinematic designer, cutscene artist and writer) are in agreement with, on paper, what will happen on the level, the Level Designer takes that and begins to craft the level. Sometimes a sketch is made in the meeting, other times not. But the narrative playable, the 3D version of what was discussed in that writer’s overview, is the goal: show how the level looks, show me how the mission is paced, and show me where the conversation and combats happen. And if this is approved, then everything evolves from this.

To read all three parts released so far, hit up these links:

The Long Road to BioWare: A Designer’s Origin Story

Dec 26, 2008
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