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