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30 Weeks of Game Development

uberent.com

11–20 of 46 posts

Re: 30 Weeks of Game Development

#11

Congrats, thanks for sharing this. As a game dev myself, I'd definitely love to hear more about the custom engine you used and why you chose it over the other options on the market (like Unity, which you mentioned).

It's the same engine as our much larger game, Planetary Annihilation. http://www.uberent.com/pa/ PA needs it's own engine as no off the shelf option is sufficient for it's needs. Outland Games is a much simpler game, but the PA engine is modular enough that we could scale down to mobile. The upside is that a lot of the work for Outland Games will carry forward with the engine and help future projects (including PA).

I'm on the PA Kickstarter. Looking forward to playing the finished product!

Re: 30 Weeks of Game Development

#12
post #4

Very cool, again thanks for sharing. I actually liked the credits snippet as well, mostly because I didn't see anyone who didn't belong there. Software Engineer, art, effects, animation and sound. Not sure what VO is. But seems like you guys run a lean operation - and I love that. That's what most teams should be.

VO is voice over (the announcer). Uber Entertainment definitely runs a lean operation, with everyone wearing multiple hats. In fact, the person responsible for VO in the game happens to double as our office manager. You can check out some of the other stuff we do at http://www.uberent.com/

That voice over was AMAZING - and as such is a skillset of it's own. I respect that.

I happy you guys don't got "game designers" who happen to be idea guys in disguise.

Keep it up, I'll pay for your stuff just because of that. The quality is just a bonus.

Re: 30 Weeks of Game Development

#16
post #3

Awesome, thanks for posting! It's interesting how the core game was basically finished very early on (week twelve or so), and then the rest of it was "just" polish. So in this case, the proverbial last 20% are really 60% of the work.

I would say polish/bug fixing should be closer to 50% than 20%.

Re: 30 Weeks of Game Development

#17
post #10

Congrats! Can you elaborate on this point? Despite being an iOS game 95% of development was done on PC. Was it a C++/OpenGL game that had a small iOS AppDelegate / GLKit / UIKit / etc scaffold?

You nailed it. Almost entirely C++/OpenGL with platform specific code only as necessary. I count 7 iOS specific files and they're all fairly small. What you mentioned plus interfaces for analytics, in-app purchases, game center, and profiles.

Re: 30 Weeks of Game Development

#18

Great job on the game, out of curiosity why did it take 3 submissions before it finally went on the app store?

From reddit's r/gamedev post:

"We missed a checkbox one time for IAP and a restore purchases button the second time."

Link: http://www.reddit.com/r/gamedev/comments/19vli0/30_weeks_of_...

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