
Dates: 10 October – 12 October
So it's that time again. Time to expose your games to the public (or the public to your games in some cases).
** If you want to submit your game or you have submitted it, check the bottom of this post for requirements. **
For those of you who didn’t make last years rAge it was a massive success. It's an opportunity to connect to the local media and local fans. To see people playing your games and learn what's working well and what's not working well yet. Last year we also saw Nintendo taking an interest in Pixel Boy. This is something not to be missed.
Here is a render of the stand planned this year. Each wall panel is a meter long. Each table along the front will have two games per table facing each way. The premium stands are on the side. Celestial and Learn 3D are in the two stands sponsor stands.



As you might have noticed the stand is larger than last year. There are two sponsor stands this year as well as 4 premium slots managed by New Age Gaming. Then 10 stations for the MGSA community to show off our games. If you are interested in a Premium slot please contact Cheryl Harris (cheryl@nag.co.za) at New Age Gaming.
The machines will be running windows, and we do have controllers available (the same ones as last year. If you need one to get your game working let me know and we can make a plan, alternatively please make sure your game inputs are configurable). Currently there is no plan to supply internet so your game should work offline.
The computers will be Intel i7 running Windows 7 Professional 64-bit on 16 GB of RAM
Submit your games on this thread also include whether or not you will be at rAge to represent your game. Preference will be given to those teams who are able to make it to rAge.
We also need stand minions. People who are keen to assist showing games off and chatting to the public please message @Karuji if you able to assist on the day.
Games for RAGE:
Sponsored Stands
Cadence @TheFuntastic (attendance unconfirmed)
Alien Lobotomy @SUGBOERIE (attending)
Unseen @Riocide (attending)
Dead Run @tuism (attending)
Snailboy @thoopid (attending)
Rooks Keep @ShadowBlade (attending)
VCD @ShadowBlade (attending)
Neon Shadow @Steve (not attending)
Clutchfighter @Asbestos (attending)
ZX Hyperblast @Karuji (not attending)
On the Premium Stands
Broforce (attending)
MONTEZ (attending)
Stasis Game (attending)
Learn3D TBA (attending)
Sponsor Stands
Learn3D
Battle Arena Drones WIP rAge Tournament (Celestial)
Comments
So pumped.
Also I'm working on a prototype that I believe will work super well for the rAge environment - four player, one touch controls. I'd like to propose it. Soon.
Sooon...
@farsicon, @TheFutastic, @dislekcia your games have been added to the submissions list.
If we were displaying something, we'd definitely be sending some people for the full duration of the Expo.
Would I be able to give away paraphernalia?
So I'd like to submit Dead Run for rAge!
@Tuism: What's the problem you're having with Apple Dev? DUNS number bullshit?
So I contact apple saying it's urgent. They said that I could register a personal account and upgrade to a company profile later.
OK so I do that. That's quick, or theoretically. It says "the order" should take 2 days to process. One day later, it took the money from my account. That was 6 days ago, and I still can't access iTunes Connect.
FFFFFFFFFFFFFFFFFFFFF
moral of the story is to just get an account NOW instead of when you need it. Because it *will* fuck out.
Oh and if we're doing card games, just by the way, Cartel is getting a *nicer* version for A MAZE, could I add that to submissions too?
As for whether we can attend or not, can't say for sure yet :\
What do the premium stands entail? Is there extra space? Could we put up two screens? Is there a larger area around them for people to stand.
I think your best bet is to email Cheryl with them questions maybe? :P
I am updating the post tonight with more information from the rAge organisers.
Unfortunately I don't think I can attend. Both games are on PC and support controllers.
Cheers!
Steve.
Was wondering if perhaps there'll be a meetup around the time though, possibly with some of the CT devs in town as well? Be quite handy to meet some of the local talent from further afield while we're there :)
Any takers keen to get together one evening during rAge? Venue suggestions etc.
We have extended the deadline for selection to Wednesday the 17th of September. If you still have not send us your press information and build please do by latest tomorrow.
Do I need to send DD press info and a build, in other words?
I would like to submit Metamorforest which you might have seen at AMAZE. I would be happy to be there either as a representative for the game or as a minion if needed, here is a link and the requested pictures:
https://www.dropbox.com/s/s8c347m4zdkwmgf/Metamorforest 2.0.exe?dl=0
Thanks
Benjamin Crooks
I do know of course that I had the unluckiest playthrough possible when I played it at Amaze. But if you have time please add some more events that can happen to the player, and some more elements that convey the feeling of being lost.
There's already the feeling of loneliness, you've conveyed that really well, and when I spoke to you you made it clear that there's definitely the intention of fucking with the player, but the game doesn't convey that it's intentionally messing with you (and I think that's a unique selling point if you find ways to make it more apparent and to expand on it).
e.g. Make some things a little more permanent, but just as the player feels like they can rely on those things, take them away. Like signposts, or a compass, or looping back onto your own trail, or finding a trail/river that appears to lead somewhere, or something.
At the same time, there's got to be hope. It's got to somehow feel fair. Again, I know I had the unluckiest playthrough ever, but the player is going to feel much more motivated if they anticipate some sort of victory. Maybe there's a way to show a bit of progress (like in the scenery) which will lead players to think they're getting somewhere.
I'm assuming that the game is unwinnable at the moment. But maybe that's due to the sort of playthrough I had. Thinking that the game is unwinnable meant that I had no motivation to try it again once I'd died. Ideally you want players to keep trying desperately to beat the game, and a couple of them even succeeding. But to do this the game has to convey some sort of goal (even if it is implicit).
I really appreciate the great advice and you playing my game. You assumed right in the game being unwinnable (so don't feel too bad) :). I agree completely and hope to implement these points in the near future, they are fantastic, thanks.
I would love more advice on future versions if you are available.