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30 Weeks of Game Development

uberent.com

31–40 of 46 posts

Re: 30 Weeks of Game Development

#31

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!

Aren't we all? :D

Re: 30 Weeks of Game Development

#32

Could 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?

their game engine is probably C++. As they dont need to use Apples SDK for app specific stuff like UI elements, they also dont need to use objective-c.

Re: 30 Weeks of Game Development

#33
post #19

I 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

So sublte, yet so impactful on the 'feel' of the game. Really awesome.

Re: 30 Weeks of Game Development

#35
Great 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

#38

Great 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.

I think they will have in-game purchases, like coins etc.

Re: 30 Weeks of Game Development

#40
Congratulation on this writeup (and video), this is amazing

Care 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 =)

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