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Out there omega edition strategy
Out there omega edition strategy









out there omega edition strategy
  1. #Out there omega edition strategy full
  2. #Out there omega edition strategy Pc

There are quite a lot of letsplayers playing your title. You’ve doing quite an interesting marketing strategy with your game. Don’t you think it’s boring to listen to an audio log you find in Bioshock for example? I do. Which makes the game unique for each player. I don’t think it would work with voice-over. What’s wonderful is that only yourself can see those images. I think reading the story rather than hearing it makes a big difference in the user’s experience. When you read, your imagination transforms the words into images. Out There is mostly an interactive fiction blended with resource management.

out there omega edition strategy

Were you considering using voice-over for your game? Or was it nearly impossible to do with the amount of text you had in the game?

#Out there omega edition strategy full

The decision to hire a developer was made because neither Fibre of myself have the skills to do such task. I’ve spent 2 month almost full time to find a developer who could fit in the team and could take responsibility of the technical side of the development process. It was quite difficult but we found someone who handled all of that, so we’re quite relieved. Geff did a great job porting the game from Corona to Unity while keeping the same feeling. It was especially important that the galaxy generation was exactly like in the original game, as most of the gameplay balance depends on it. How did you manage the whole production of your game? I know you’ve hired a new developer. Our composer Siddhartha, who made the original soundtrack, has recorded around 20 new beautiful tracks which can be listen to here. I’m really fond of Sid’s work, and the extended soundtrack adds so much more to the atmosphere. We’ve also worked together to add tiny new gameplay features here and there that makes the strategy even deeper. We’ve added 3 new crazy spaceships with different play styles. In terms of contents, FibreTigre (game designer/writer) wrote 50 new interactive stories and new storyline leading to a new ending. So we’ve added shortcuts and new buttons to automatize certain actions. We’ve also worked toward the user interface to make it work on PC. For exemple, during the beta, users were complaining about having to drag resources around, which works quite well on a touch screen but becomes annoying with a mouse. It was quite a challenge as 3D offers many ways of going nuts with particles and effects… But I wanted to keep the minimalist comics book approach of the original game, while adding more diversity and animations. For the landscapes you see when you land on planet, I’ve worked with Gwen, a digital painter. He made a dozen of dreamy landscapes that I’ve then animated and it looks amazing. We’ve moved from Corona SDK to Unity 3D. This decision was made primarily because Corona can’t build for PCs. Even if it took a lot of time rebuilding the game on Unity, it will allow us to port the game on virtually any platforms in the future.Īlso, it was a good opportunity to remake all the graphics and use a bit of 3D and dynamic lightings. So, the biggest change is in the graphics.

out there omega edition strategy

#Out there omega edition strategy Pc

As I said, PC gamers have higher expectations. First of all, we changed the game engine. We didn’t want to make a straight port from the mobile version. What have you modified and changed in the PC-version of the game? What were the main problems with adapting the game to PCs? Did you have to change the visuals? What about the interface and the session length?Īctually, we moved 300K units since the last time we met. Out There performed incredible for a small indie title. We don’t want to disappoint. It’s quite risky as Out There comes from mobiles. A lot of developers before us got crushed by the Steam community because of that. We can feel pretty confident then cry like a baby a minute later. This will be our first steps in PC gaming and the expectations are high. Well, it feels like a roller coaster really. How do you guys feel like before the upcoming release? Out There creator and designer Michael Peiffert discussed with 80.lv the difficulties of porting a mobile title on PC and shared some secrets of great indie-marketing.











Out there omega edition strategy