Earlier quoted context omitted.
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!
30 Weeks of Game Development
31–40 of 46 posts
Re: 30 Weeks of Game Development
#32Could you explain, "Despite being an iOS game 95% of development was done on PC."? Don't you need to do iOS development on a Mac?
Re: 30 Weeks of Game Development
#33I learn something from this: to make your character look like it's standing (instead of floating) you just need to tilt the floor a bit :P
Re: 30 Weeks of Game Development
#34Re: 30 Weeks of Game Development
#35Re: 30 Weeks of Game Development
#36I learn something from this: to make your character look like it's standing (instead of floating) you just need to tilt the floor a bit :P
Re: 30 Weeks of Game Development
#37Re: 30 Weeks of Game Development
#38Great insight into the effort needed to build a game. I'm counting 19 man months of work. With an average yearly salary of $80'000 and a sales price of $0.99 the game needs to sell roughly 180'000 copies to pay for development.
Re: 30 Weeks of Game Development
#39Re: 30 Weeks of Game Development
#40Care to share how the team was built etc? Who's on contract, who's on the business, how did you get people to wear multiple hats?
I would have gone the way of building it on the PC and later porting it to iOS (or whatever you want) probably using SDL, oh well =)