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 >>>>>> >>>>> >>>>> >>>> >>> >> >