JohnnyLonack
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« Reply #20 on: July 07, 2017, 04:20:27 AM » |
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JohnnyLonack
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« Reply #21 on: July 09, 2017, 02:03:20 AM » |
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Stay tuned! Run of mydan is going to be released next week!
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« Last Edit: July 17, 2017, 01:27:59 AM by JohnnyLonack »
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JohnnyLonack
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« Reply #22 on: July 14, 2017, 08:08:33 AM » |
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We really want to see you defeat this boss!
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JohnnyLonack
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« Reply #23 on: July 14, 2017, 03:06:08 PM » |
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JohnnyLonack
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« Reply #24 on: July 15, 2017, 01:37:04 AM » |
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« Last Edit: July 15, 2017, 01:45:21 AM by JohnnyLonack »
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JohnnyLonack
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« Reply #25 on: July 15, 2017, 11:05:38 AM » |
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JohnnyLonack
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« Reply #26 on: July 16, 2017, 01:26:53 PM » |
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JohnnyLonack
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« Reply #27 on: July 16, 2017, 11:40:02 PM » |
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Schrompf
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« Reply #28 on: July 17, 2017, 12:08:45 AM » |
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I really like the style... could be a great exploration / "sense of wonder" style game. But I'm slightly offset by your style of posting. Explain a bit, for fuck's sake. Don't just dump your images here like I'm a PR sink.
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Snake World, multiplayer worm eats stuff and grows DevLog
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JohnnyLonack
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« Reply #29 on: July 17, 2017, 01:13:37 AM » |
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Hi there, Schrompf! Really glad you like the style and all! My explanation to my posting is that I take care of many things of the game: besides all the programming, I write most of the shaders, create texture assets, create and blend animations, game design, UI design, level design, concepts and mesh prototyping, and finally posting stuff on IndieDB and TIGsource (that means making videos, images etc...)... All on a very tight schedule! This completely drains my time and forces me to work 12 to 14 hours a day. It's really hard to get visibility, so I decided to post Images on a daily basis, the game description can be found in the first (most visible post), IndieDB, and our official website. I'd sacrifice a lot more of my time in my posts if only people asked questions about the game.. But unfortunately, besides some musicians interested in working for the project, yours is the first question we've ever received. I understand the posts are really reductive, but we're struggling to make this happen with our limited resources!
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« Last Edit: July 17, 2017, 01:48:10 AM by JohnnyLonack »
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Schrompf
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« Reply #30 on: July 17, 2017, 03:48:35 AM » |
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Yeah, it's a difficult business. Good luck.
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Snake World, multiplayer worm eats stuff and grows DevLog
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JohnnyLonack
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« Reply #31 on: July 17, 2017, 04:01:10 AM » |
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Thank you very much! Anyway I checked out Splatter, congratulations on the great work!
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JohnnyLonack
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« Reply #32 on: July 18, 2017, 01:09:32 AM » |
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Coming out this week in early access!
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JohnnyLonack
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« Reply #33 on: July 18, 2017, 12:27:14 PM » |
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JohnnyLonack
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« Reply #34 on: July 28, 2017, 04:56:06 AM » |
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Out now on steam!
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JohnnyLonack
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« Reply #35 on: August 07, 2017, 06:31:19 AM » |
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Has anyone from TIGSource tried the game out yet?
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Schrompf
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« Reply #36 on: August 08, 2017, 03:32:36 AM » |
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No, but if you ever consider a non-VR release, I'd love to take a look.
Which I'd also recommend for bussiness reasons, because let's be honest: VR is only a thing in some hipster blogs, but not by numbers of units sold or actual userbase. It's a gimmick that doesn't survive past the first week of excitement.
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Snake World, multiplayer worm eats stuff and grows DevLog
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JohnnyLonack
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« Reply #37 on: August 11, 2017, 12:57:55 AM » |
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JohnnyLonack
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« Reply #38 on: August 11, 2017, 01:09:27 AM » |
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No, but if you ever consider a non-VR release, I'd love to take a look.
Which I'd also recommend for bussiness reasons, because let's be honest: VR is only a thing in some hipster blogs, but not by numbers of units sold or actual userbase. It's a gimmick that doesn't survive past the first week of excitement.
hey Schrompf, well, we were thinking about making a desktop client version in order to merge the VR and non-VR universe. Anyhow, I find VR to be very promising! The main issue with it is that the games all have this "minigame" aspect to them. We are trying to change that by ntroducing a game that consists of both a singleplayer campaign and a multiplayer. Our dynamics and gameplay mechanics try to bring traditional gaming skills and challenges to virtual reality. This is because we believe that the advantages of VR don't consist only of immersion, they also give the player a much higher control in motion and accuracy. Unfortunately, the price for VR and the consequent low number of players makes it hard to focus resources in developing games. It could be a successful market, and the technology is in fact revolutionary (as opposed to the Kinect). If only there were less money-grabber games and more deeply thought games, VR would be a lot more interesting. We hope we can contribute in giving this technology the type of games it needs!
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