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Nexuiz illfonic
Nexuiz illfonic







But after release, and we got 80% on Metacritic which was great, and had a few Steam sales, the interest and response to the game kept picking up. I think when we originally released we didn’t get the attention I was hoping for – just since we didn’t focus enough on marketing at the end of development. It’s been over a year since Capsized was released, but it still seems to be selling quite well and there is still a lot of new players and interest in it. We are pretty good at keeping things as simple as possible for Apotheon – but I can’t imagine myself creating another giant codebase for a single project like this again, hopefully we can either reuse a lot of this work for our next game or successfully move on to a more standard game framework. I really think developers need to understand where their talents are, and focus on that – the defining aspect of ‘indie’ to be is doing a lot with limited resources. I can’t understand why an indie developer with limited resources would attempt to create their own engine. Indie developers really shouldn’t compete with technology – unless it’s something very unique, their focus should always be on design. A lot of development was spent making the physics system work with the skeletal animation system, and then making that also work with the networking – I think I was aware of not getting in the trap of pursuing something technically complex for too long and delaying development, but I still am envious of other indie developers who able to make great games with simple tech. I sometimes wonder with Apotheon if I’ve spent too much time on the technical aspects and not enough on actual game design. People have responded very positively to Jesse’s art so far – and it really is a brillant art direction not only because of how beautiful and unique it is, but it perfectly fits into the game mechanics and the themes we wanted to pursue – and also is extremely good for production and reusing assets (very minimalistic, very pattern based for easy level design) I love how the game is turning out – we still need to figure out a lot of very essential gameplay aspects, such as tweaking melee fighting and dealing with inventory management (something I don’t have enough experience with since I rarely played RPGs as a kid) – but it’s still far from release, I am hoping for April/May of 2013. Without a doubt it’s the most ambitious project I’ve ever done – in terms of programming, production, design, it’s getting increasing more massive and complex. We did a interview with GameSpot at GDC about it. My newest project, which takes about 80% of my time these days, is Apotheon with Jesse McGibney again.

#Nexuiz illfonic archive

It’s been over a year since my last update, but I decided to keep this site going as mainly a archive of past projects.







Nexuiz illfonic