Almost Shipping

February 4th, 2013

So, the date has finally come. Damn, it feels good to finally press the ship stamp, and start planning the marketing and Customer Service. It was a wild ride, full of up and downs, but everyone is really proud of the end result. Here is a little teaser. We are only waiting some final aprovals, and the madness will begin. We will be writing about the experience during the process.

 

 


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We are coming…

January 29th, 2013

Our up and coming game is baked and sent for approval.

It's coming...

We are coming…

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Change to Unity

April 12th, 2012

For some time now, we were developping our nifty game with the Ogre Rendering framework, as it was free and the team had a lot of experience in it, altough it was mainly in its C# wrapped version, MOGRE.
It everything was actually working out, but there were a lot of things slowing down the process.

  • C++ its a fast and powerfull language, however, the production cycle and debugging is a bit painfull and slow, and everything must be done with extreme caution. This is extremely good for your programming chops, but tends to slow things down a lot.
  • Ogre is a really good and well designed framework, it is not, however, specially designed for games, and this makes you have to use different systems for sound, input, physics, … this is a really good design decision from OGRE, but for us, a really small development team, we are loosing time that its very precious for us right now.
  • Also, we are mainly developing in Windows, and each time we want to run the current version on the IOS test devices, we always had to lose a lot of time in the change.
  • The asset workflow in Ogre is a bit slow.

So, combined with a recent promotion of Unity, that basically offered the IOS and Android publishing licences, we made the decision to make the switch. This actually made us set back to ground zero, and redesign a lot of things, but we hope that the changes payoff in the future.

And thats it. We will keep you posted to see if this was a really good decision, or did we did we just fucked up a lot :)

Best Wishes
BAB

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Very Early Screenshot of the TouchSurf Game

March 15th, 2012

Well, the name is still a codename, and this a very early stage screenshot, but hey, those are cool too, and in the future it will be a cool before and after sequence.

 

 
Early Screenshot

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Double Fine Kickstarter

March 13th, 2012

Double fine Kickstarter went really good, and its an example of what the future can reserve to us. It tottaly inverted the business logic, you buy before the product is even made, you have a margin reward, mainly, the game is made and you have the pleasure to have it.

Of course, the historical 3M is only at the reach of industry superstars like Tim Schafner, but its all the power to the people. Tim Schaffer wanted the freedom to make a game with no publishers censorship or creative restrains, and there he goes, i’m frothing to see the light of this game.

I believe independency for the studios is the way of the future, at least, i believe its the way of the progress.

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Surf

January 31st, 2012

I, so, welcome to the first post in this series of game development topics.

I’m going to try to keep here a log of an indie developer hopes and dreams. I’m going to dedicate full time to make a shippable small surfing game, promote it, and in the end, sell it and be rich.

I will then show pictures of my 30000 metres yacht, and my hip hop star like lifestyle.

Simple

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