not yet, i'll check it out tonight for sure I dig that, i read a book once where it showed that for the most "chaos" (variation), often times just a couple simple rules would give way better results then trying to add a ton of rules so i get what you mean :P On Wed, May 19, 2010 at 10:59 AM, eric drewes <figarus@xxxxxxxxx> wrote: > the reason i ask is because its a game with a really simple premise... > there's 10 characters, 6 maps, basic rules, but its set up to be played like > chess or starcraft where its all about replayability with a different > experience every time because of different play styles/game > balance/tactics. the game isn't perfect but its really neat the way the > different variables come together. > > On Wed, May 19, 2010 at 1:53 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> hey did you get a chance to check out demigod yet? >> >> >> On Wed, May 19, 2010 at 1:46 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> I agree with you 100% on that, its cool we are on the same page. >>> >>> Also, I like it because act raiser was a fun game and doom was cool (and >>> the fps part is hopefully going to feel kinda like doom... we'll see if we >>> can do it). >>> >>> But also i feel like a lot of games these days are all kinda similar >>> styles (basically shooters - oops... we are making part of our game a >>> shooter too.. im a hipocrite lol), and the "old style" game play seems to >>> have disappeared. >>> >>> In a way i think it would be neat to continue on this style of taking an >>> older game's gameplay that doesn't have an analog in modern day gaming, and >>> bring it back with updated graphics, tech, and maybe gameplay, but keeping >>> the core of what made it so great the same. I think old ideas could have >>> life again for a younger generation that has never experienced them (: >>> >>> That isn't the most original or imaginative idea ever so i dunno how you >>> guys feel about it and i dont think we should only do that... but i think it >>> might be a neat blanket idea to toss into our idea bucket as always >>> something to fall back on if we need another game idea. >>> >>> I think too that theres a lot of ways we could make a good amount of >>> money in markets that big game companies would never go after because its >>> small potatoes to them. >>> >>> thats my hope anyways. >>> >>> but yeah im with you eric >>> >>> >>> On Wed, May 19, 2010 at 10:23 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> i think the key to making great games is balance, like starcraft is a >>>> game i consider "perfect" because its so well balanced, the depth comes >>>> from >>>> individual styles and not just complexity of game mechanics. Chess is the >>>> deepest game ever made, but also very very very elegant in its simplicity. >>>> >>>> i think the key for us as a team is to make sure we set realistic goals >>>> and expectations... like dirty harry says, "a man's got to know his >>>> limitations" >>>> >>>> do i believe we can make kick ass games and a kick ass game company? >>>> you're god damn right i do. However, like with the RPG i think even if all >>>> of us quit our jobs and put in 50 hours a week, the scope and depth of what >>>> we still needed was too much for us. eyes bigger than our stomachs. (or my >>>> stomach at least) >>>> >>>> one of the reasons i am a fan of doing act raiser is that it is a >>>> chewable bite, and will let us get our feet wet and some real experience >>>> under our belt as we build into a real dev studio. >>>> >>>> >>>> >>>> On Wed, May 19, 2010 at 1:17 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>> >>>>> That's still pretty inspiring as far as I'm concerned >>>>> >>>>> The other day angela asked me what I would do if I made a game that we >>>>> sold and made money off it. I told her, "I would quit my job and makes >>>>> games." I'm excited. I think we can make kickass games. >>>>> >>>>> >>>>> On Wed, May 19, 2010 at 10:12 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>> >>>>>> oh and i dont have access to the article but i read it was $500,000 in >>>>>> sales not 500,000 copies sold >>>>>> >>>>>> >>>>>> On Wed, May 19, 2010 at 12:51 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>> >>>>>>> well... from wikipedia: >>>>>>> >>>>>>> Development of the game is led by Travis Baldree, designer of >>>>>>> *Fate<http://en.wikipedia.org/wiki/Fate_%28video_game%29> >>>>>>> *, and Max Schaefer and Erich Schaefer, co-designers of >>>>>>> *Diablo<http://en.wikipedia.org/wiki/Diablo_%28video_game%29> >>>>>>> * and *Diablo II <http://en.wikipedia.org/wiki/Diablo_II>*, joined >>>>>>> by the team that developed >>>>>>> *Mythos<http://en.wikipedia.org/wiki/Mythos_%28video_game%29> >>>>>>> * >>>>>>> >>>>>>> Pre-production on *Torchlight* began in August 2008, shortly after >>>>>>> the dissolution of Flagship >>>>>>> Studios<http://en.wikipedia.org/wiki/Flagship_Studios>. >>>>>>> Runic Games was founded by Travis Baldree (lead developer of *Fate*and >>>>>>> *Mythos <http://en.wikipedia.org/wiki/Mythos_%28video_game%29>*) and >>>>>>> veterans of Blizzard >>>>>>> North<http://en.wikipedia.org/wiki/Blizzard_North>and Flagship: Max >>>>>>> Schaefer, Erich Schaefer and Peter Hu. >>>>>>> [24]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamesource.it-23> >>>>>>> [14] <http://en.wikipedia.org/wiki/Torchlight#cite_note-shack-13>The >>>>>>> "entire Flagship Seattle team" consisting of 14 people (the branch of >>>>>>> Flagship which created the original *Mythos*) signed on to Runic >>>>>>> Games at the time of its >>>>>>> formation.[25]<http://en.wikipedia.org/wiki/Torchlight#cite_note-warcry-24> >>>>>>> [16]<http://en.wikipedia.org/wiki/Torchlight#cite_note-eurogamer-15>Having >>>>>>> lost the rights to >>>>>>> *Mythos*, the Runic team saw the development of a new game as a way >>>>>>> to "finish what [they] started," although they would have to start over >>>>>>> with >>>>>>> none of the code or art assets from >>>>>>> *Mythos*.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25>The >>>>>>> company's founders decided to "go back to [their] roots" with a smaller >>>>>>> game that they could refine and polish within a relatively short >>>>>>> production >>>>>>> cycle.[14]<http://en.wikipedia.org/wiki/Torchlight#cite_note-shack-13>Full >>>>>>> production on the game started around November 2008, giving the entire >>>>>>> project a development period of approximately 11 >>>>>>> months.[27]<http://en.wikipedia.org/wiki/Torchlight#cite_note-g4tv-26>As >>>>>>> of July 2009, 25 team members were working at Runic Games. >>>>>>> [20]<http://en.wikipedia.org/wiki/Torchlight#cite_note-pcgames.de-19> >>>>>>> >>>>>>> In a feature article on >>>>>>> *Gamasutra<http://en.wikipedia.org/wiki/Gamasutra> >>>>>>> *, art director Jason Beck explained that *Torchlight's* art style >>>>>>> was inspired by comic books and classic film animation, using stylized >>>>>>> character designs combined with painterly background >>>>>>> textures.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25>The >>>>>>> developers have described the game's look as inspired by " >>>>>>> *Dragon’s Lair >>>>>>> <http://en.wikipedia.org/wiki/Dragon%E2%80%99s_Lair>*meets >>>>>>> *The Incredibles <http://en.wikipedia.org/wiki/The_Incredibles>*."[ >>>>>>> 28]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra1-27>The >>>>>>> team chose to give the game world a lighter fantasy tone to make it more >>>>>>> inviting, rather than utilizing a "dark and gritty" >>>>>>> style.[26]<http://en.wikipedia.org/wiki/Torchlight#cite_note-gamasutra-art-25> >>>>>>> >>>>>>> The game uses the OGRE <http://en.wikipedia.org/wiki/OGRE> open >>>>>>> source <http://en.wikipedia.org/wiki/Open_source> 3D graphics >>>>>>> engine, although the rest of the game engine was built by Runic. The >>>>>>> game >>>>>>> was designed to run on a wide range of systems (including a 'netbook' >>>>>>> mode) >>>>>>> and does not require shaders <http://en.wikipedia.org/wiki/Shader>.[ >>>>>>> 2] <http://en.wikipedia.org/wiki/Torchlight#cite_note-zam-1> >>>>>>> ... >>>>>>> >>>>>>> so, 25 people working full time using an open source 3d engine and >>>>>>> headed by veteran designers and coders with some pretty beefy >>>>>>> pedigree/experience >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Wed, May 19, 2010 at 12:43 PM, Alan Wolfe >>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> thats pretty rad... do you know how big the team was? >>>>>>>> >>>>>>>> I wonder if they did it full time and lived off savings or if they >>>>>>>> had funding from somewhere else or if they had other jobs or somethin? >>>>>>>> >>>>>>>> >>>>>>>> On Wed, May 19, 2010 at 8:23 AM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> It only took em a year or so to make it too >>>>>>>>> >>>>>>>>> >>>>>>>>> On Wed, May 19, 2010 at 8:23 AM, Kent Petersen >>>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> Yeah man. It was fun but I didn't play it for more than a month. I >>>>>>>>>> think the key is making the game simple yet fun. >>>>>>>>>> >>>>>>>>>> On Tue, May 18, 2010 at 5:39 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx >>>>>>>>>> > wrote: >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> http://www.rockpapershotgun.com/2010/05/18/lighting-it-up-runic-investment-and-sales/ >>>>>>>>>>> >>>>>>>>>>> they sold 500,000 copies of their game and sold part of their >>>>>>>>>>> company for 8.4 million. >>>>>>>>>>> >>>>>>>>>>> wow... >>>>>>>>>>> >>>>>>>>>>> if you guys have played torchlight, sure it was a decent game but >>>>>>>>>>> it wasnt GREAT. i think there is major money to be had from small >>>>>>>>>>> indie >>>>>>>>>>> game groups such as ourselves :P >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >