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123
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Community / DevLogs / Re: Downwards
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on: April 01, 2013, 07:36:59 PM
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Thanks Gabriel, hopefully this won't take too long to finish, as most of the core gameplay is done, leaving mostly the writing and some other things.
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124
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Community / DevLogs / Downwards [a horror visual novel in the guise of a roguelike]
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on: April 01, 2013, 05:48:27 PM
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 Downwards is a pseudo-roguelike (The levels aren't actually randomly generated) that tells three different narratives. The game takes place in a dark, mysterious labyrinth, as a young knight by the name of Godrick makes his way into its depths, in a quest to prove himself as a defender of all that is virtuous. In the early 90s, a team of three developers begin working together on their own roguelike, with the ambitious goal of creating a game that will change the way people perceive games forever. This game never surfaced publicly and was forgotten as the team stopped posting updates. In 2013 the game is finally released as a flash based port, but with most of its bugs fully intact, although some seem stranger than others. This project mostly started off from the idea "Could I make a game that could scare a player with just ascii characters?" but soon branched off into its current form. Here's a gif of some of the non-story-based gameplay done so far: 
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129
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Developer / Business / Re: Unity | PS4/Vita/PSM
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on: March 23, 2013, 04:48:18 PM
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Well, that happens so much these days. Phones and whatnot. Unity DOES seem to be really too pricey for what I've seen it do. Hell, UDK is technically cheaper. The moment you cross $50k you owe them 25% (which at 50k is $12,500). You might get away with staying under 50k for a single dev studio, personally for me to quit my day job I need to make a lot more than that. If you want to talk about a studio with say 5 devs, unity you'll need 5 license sets (lets asume android and ios, 4500 per dev). If you make enough to pay each dev 50k (which is really low) you are easily looking at ~70k in licensing compared to 22.5k for unity for unity. On top of that the unity license is useful for more than 1 year, so year two unity licensing is $0 and UDK is still ~70k, year 3 next unity (5?) comes out (speculation it might be 3 years cycle) and you get a discount of some kind most likely, but if not you spend 22.5k again after 3 years you've spent 45k on unity licensing and $210k on udk licensing, thats assuming fairly bare bone sales to sustain a studio, hopefully the studio is making twice that (putting ability to pay salaries in a reasonable level), then you would have paid $420k to udk and still only 45k on unity. You only have to pay 25% on revenue gained once you pass 50,000, you don't instantly owe them money once you reach 50,000. Here's a quote from Epic: A team creates a game with UDK that they intend to sell. After six months of development, they release the game through digital distribution and they earn $60,000 in the first calendar quarter after release. Their use of UDK during development requires no fee. Upon release they would pay US $99.99 for a Royalty Bearing license. After earning $60,000, they would be required to pay Epic $2,500 ($0 on the first $50,000 in revenue, and $2,500 on the next $10,000 in revenue). On subsequent revenue, they are required to pay the 25% royalty. I apologise if this was what you meant and I just simply misread your post.
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131
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Community / DevLogs / Re: -BEEP-
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on: March 02, 2013, 04:08:34 AM
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Have the name just be a drawing of a ghost, like Prince's symbol.
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132
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Community / DevLogs / Re: Hiversaires
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on: March 01, 2013, 02:22:41 AM
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Even though I feel my praises are becoming increasingly generic, I still couldn't let this this project pass.
It looks amazing.
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133
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Community / Tutorials / Re: Managing to do lists
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on: February 22, 2013, 11:58:11 PM
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I like using chalk markers on glass, they're completely opaque and readable and (most importantly) easy erasable. They're a good/cheap alternative for people who want a whiteboard and their room/office has a large pane of glass.
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137
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Developer / Design / Re: Help/feedback for "weapon customization" menu
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on: January 28, 2013, 08:34:33 PM
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I have to be honest, I find it pretty hard to decipher that UI based on the screenshot alone, I would say it probably needs more text, or at least tooltips.
Why do some of the rows in the bottom left section have borderless icons to the left?
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138
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Developer / Design / Re: Redesigning the Tomagotchi.
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on: January 28, 2013, 08:27:01 PM
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You could also use augmented reality as part of the game, like random gift drops at real life locations that you have to quickly travel to if you want to get it.
Minigames are also a pretty important part of Tomagotchi games, so I would recommend putting a lot of thought into how you would implement them, as well as making them fun.
Needless to say, a Free2Play business model can really excel here.
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