ScottTykoski's Articles In PC Gaming
October 28, 2003 by ScottTykoski
As work steadilly progresses on our newest XMas game installment, I'm going to take a look back on some of the previous game's we've whipped up (and hopefully stir up some excitement for the new game, which I hope will turn into a solid little title). My first adventure in holiday gaming, "Stack 'n Sac" was a throwback to the simpler days of interactive electronic entertainment. The premise was simple...you (Elfington) and your elderly elf buddy (Panza) were put in charge of loading ...
November 21, 2003 by ScottTykoski
It didn't take long after Stack 'n Sac was completed that I was alreadyspilling over with ideas for a sequel.  I had tasted the sweet nectar ofhaving something I personally created played by thousands of people (I think thefinal download count at CNET was well over 10,000...and I would've been ecstaticat 1000!).  Ideas of side-scrolling shooters with rpg elements, fullcutscenes and internet connectivity seemed only logical.  I mean, I had ayear to create the game!  The sky was the limit! T...
December 4, 2003 by ScottTykoski
So perhaps the name wasn't the most clever, but the 3rd installment to myseries of Christmas games was designed to be a monster.  Armed with anlevel editor, multiple paths to victory, and 2-player Contra style game play,"Elf Force" was going kick the crap out of my last two games - andit'd have more robots (see below). For anyone keeping tabs, however, you'll realize that Elf-Force never saw thelight of day.  Engine design took priority on this one, leaving no time toget the game's cont...
December 12, 2003 by ScottTykoski
A little over three months after it's engine was started ,the flash game I've been working on, "Northpole Showdown", is finally done .  Well, as my associate Cari always likes to point out, you're neveractually 'done' with a game, you just stop working on it.  If I had thetime, I'd love to add in other game-play elements, enemies, special attacks , andlevels....but it had a deadline, and so the project had to be wrapped up. The game was designed with old "Street Fighting" gamesin mi...
December 27, 2003 by ScottTykoski
I think they've officially done it. For years, game developers have tried to make a video game that has the broadest appeal possible. While Sid Meyer tapped gold with "The Sims", and "Roller Coaster Tycoon" had a very wide appeal, I think Sony has raised the bar with their newest interactive plaything: the "Eye-Toy". THe premise is simple-attach a PS2 specific Web Cam up to your Playstation2. You and a group of friends then take turns playing a series of mini-games where your actual body mov...
January 10, 2012 by ScottTykoski
http://indiegamerchick.com/2012/01/09/tales-from-the-dev-side-you-gotta-have-style-by-scott-tykoski/ Just did an editorial piece on Art Styles and Indie Games.  If you're looking to make your own game, this should be worth a read Enjoy!
May 7, 2011 by ScottTykoski
So I have a question for my fellow gamers.... Is the Kickstarter system of project funding something you view as a positive way to get involved (and possibly score some unique rewards) or as a system for developers to beg for dough? Thanks for any insight! 
April 15, 2011 by ScottTykoski
For the last 8 work-days I've been spending my lunch to make some pirate designs for a side-game I'm working on (using XNA, so I can make a PC and 360 version). Here are the creations from days 2 through 8.   Enjoy! Pirates at Lunch Series: Day 2 by ~ boogiebac on deviant ART Pirates at Lunch Series: Day 3 by ~ boogiebac on deviant ART Pirates at Lunch Series: Day 4 by ~ boogiebac on deviant ART Pirates at Lunch Series: Day 5 by ...
August 28, 2008 by ScottTykoski
For anyone in the Seatlle area, or any Stardock fans attending PAX, you should know that we'll be setting up shop during the big gaming convention. Nestled between Blizzard, Wizards of the Coast, and the food court, you’ll be able to play all your Stardock favorites, including GalCiv2, Political Machine, Sins of a Solar Empire, and the big reason we’re there...Demigod! Hope to see you there!
September 15, 2006 by ScottTykoski
One of the major problems when working on a project by yourself is that it's VERY EASY to underestimate the time things take. Just because you know how to do something doesn't mean that a given task will take less time. On the contrary...the more you know, the more perfect you try to make things and the more you get bogged down in the minute details. In the end, knowledge only takes you so far...the rest is hard work, sweat, and tears. Lots of tears. One of the two pages of art ...
September 8, 2006 by ScottTykoski
Yet again it's a nother drive-by journal. Dark Avatar needs my complete attention, so I don't know how much time I'll be able to give Holiday Knights GC2's expansion wraps up. Now the enemies will try and hit you back (but don't worry, you can't die...yet!) This week I did some code...got enemies to attack, and got in logic for players to get hurt. Also got a nice clean Hi-Res shot of Panza (aka Player 2) made.   Super Rough Gesture Scribble Tigh...
September 1, 2006 by ScottTykoski
The following journal entries are a series of Game Development logs that will track my progress through a 18 week project. Game development relies on two very different skill sets....art and programming...and since I'm doing both, it'll be interesting to see how to best manage my time. As of now, the game hasn't been annouced, but the game's title is Holiday Knights, and it will (if everything goes smoothly) be a Christmas Side-scroller released in 4 episodic chunks starting late November....