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30 Weeks of Game Development
- chromejs10 14y agovery cool. thanks for sharing
- GuiA 14y agoAwesome, thanks for posting! It's interesting how the core game was basically finished very early on (week twelve or so), and then the rest of it was "just" polish. So in this case, the proverbial last 20% are really 60% of the work.
- selter01 14y agoI would say polish/bug fixing should be closer to 50% than 20%.
- uber_neutrino 14y agoI usually call it the first 90% and the second 90%.
- seivan 14y agoVery cool, again thanks for sharing. I actually liked the credits snippet as well, mostly because I didn't see anyone who didn't belong there. Software Engineer, art, effects, animation and sound. Not sure what VO is. But seems like you guys run a lean operation - and I love that. That's what most teams should be.
- seattlematt 14y agoVO is voice over (the announcer). Uber Entertainment definitely runs a lean operation, with everyone wearing multiple hats. In fact, the person responsible for VO in the game happens to double as our office manager. You can check out some of the other stuff we do at http://www.uberent.com/ http://www.uberent.com/
- seivan 14y agoThat voice over was AMAZING - and as such is a skillset of it's own. I respect that. I happy you guys don't got "game designers" who happen to be idea guys in disguise. Keep it up, I'll pay for your stuff just because of that. The quality is just a bonus.
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- NateLipscomb 14y agoCongrats, thanks for sharing this. As a game dev myself, I'd definitely love to hear more about the custom engine you used and why you chose it over the other options on the market (like Unity, which you mentioned).
- forrestthewoods 14y agoIt's the same engine as our much larger game, Planetary Annihilation. http://www.uberent.com/pa/ http://www.uberent.com/pa/ PA needs it's own engine as no off the shelf option is sufficient for it's needs. Outland Games is a much simpler game, but the PA engine is modular enough that we could scale down to mobile. The upside is that a lot of the work for Outland Games will carry forward with the engine and help future projects (including PA).
- SkittlesNTwix 14y agoI'm on the PA Kickstarter. Looking forward to playing the finished product!
- Draiken 14y agoAren't we all? :D
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- ronyeh 14y agoCongrats! Can you elaborate on this point? Despite being an iOS game 95% of development was done on PC. Was it a C++/OpenGL game that had a small iOS AppDelegate / GLKit / UIKit / etc scaffold?
- 31reasons 14y agoGraphics and level designing takes lot of time i guess.
- forrestthewoods 14y agoYou nailed it. Almost entirely C++/OpenGL with platform specific code only as necessary. I count 7 iOS specific files and they're all fairly small. What you mentioned plus interfaces for analytics, in-app purchases, game center, and profiles.
- networked 14y ago>Almost entirely C++/OpenGL with platform specific code only as necessary. Well, I'm looking forward to seeing you in the next Humble Bundle, then. :-) Could you elaborate on your use of analytics: how did you handle pre-release testing and what were you most surprised to learn from the data?
- freefrag 14y agoGreat job on the game, out of curiosity why did it take 3 submissions before it finally went on the app store?
- ga0bi 14y agoFrom reddit's r/gamedev post: "We missed a checkbox one time for IAP and a restore purchases button the second time." Link: http://www.reddit.com/r/gamedev/comments/19vli0/30_weeks_of_game_development/c8s3mza http://www.reddit.com/r/gamedev/comments/19vli0/30_weeks_of_...
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- kaoD 14y agoI learn something from this: to make your character look like it's standing (instead of floating) you just need to tilt the floor a bit :P
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- yeureka 14y agoGreat work guys! I am writing a game with my friends on our spare time and we have kept all the builds since the beginning so we could document it's progress with a video as well. Glad to see that people respond well to this. Wish you the best of luck!
- kenjackson 14y agoCould you explain, "Despite being an iOS game 95% of development was done on PC."? Don't you need to do iOS development on a Mac?
- mkr-hn 14y agoProbably art and writing.
- robryan 14y agoIf you are programming directly in objective-c then it will likely require using a mac. iOS games are often done in things like Unity where you can cross compile to iOS and Android. For that you can get away with using a PC.
- forrestthewoods 14y agoSure. Right now our custom tech supports Windows, OS X, Linux, and iOS. I'm most comfortable in windows so that was my personal preference. That plus the Visual Studio debugger kicks the bajeezus out of Xcode for C++. Some features could only be worked on through OS X. Gamecenter leaderboards, in app purchases, analytics, and some UI bits. Some of those don't even work in the simulator and require an actual device. The windows build was missing a handful of features but none of them matter for development. No full screen, no settings, hard coded resolution config, incomplete UI, etc.
- kayoone 14y agoIn the screenshot below it looks like you used SublimeText instead of Visual Studio. Does it have benefits for CPP dev ? https://outland-live.s3-us-west-2.amazonaws.com/media/downloads/30weeksOfOutland.jpg https://outland-live.s3-us-west-2.amazonaws.com/media/downlo...
- kayoone 14y agotheir game engine is probably C++. As they dont need to use Apples SDK for app specific stuff like UI elements, they also dont need to use objective-c.
- jasonlotito 14y agoHow many people worked on this? What roles did they play?
- bvdbijl 14y agoYou can see who worked on it on the bottom of this image: https://outland-live.s3-us-west-2.amazonaws.com/media/downloads/30weeksOfOutland.jpg https://outland-live.s3-us-west-2.amazonaws.com/media/downlo...
- sidcool 14y agoNice work. Good game. Solid graphics.
- biot 14y agoHm... it wouldn't let me purchase on my iPad 1: says it requires a camera. :(
- Zr40 14y agoThat's probably done to prevent iPad 1 owners from purchasing the game. Besides requiring iOS 6.0, requiring a camera is currently the only way to exclude the first-generation iPad.
- erikstarck 14y agoGreat insight into the effort needed to build a game. I'm counting 19 man months of work. With an average yearly salary of $80'000 and a sales price of $0.99 the game needs to sell roughly 180'000 copies to pay for development.
- dheerosaur 14y agoI think they will have in-game purchases, like coins etc.
- deevus 14y agoLooks great. I'd love to give it a go but I don't own an iDevice. Are there plans to release to other platforms such as Android?
- dsirijus 14y agoOut of interest - did you feel the sale bump after publishing the blog post and sharing it around?
- raverbashing 14y agoCongratulation on this writeup (and video), this is amazing Care to share how the team was built etc? Who's on contract, who's on the business, how did you get people to wear multiple hats? I would have gone the way of building it on the PC and later porting it to iOS (or whatever you want) probably using SDL, oh well =)
- readme 14y agoLooks awesome. Curious if you are the developer? If so, did you pay your help (graphics, sound, etc) or were they volunteers? If so, how much should one budget to hire people for that end?
- icefox 14y agoJust curious, when you started what was the original pitch that you had for what the game would be?
- sproketboy 14y agoNice spamvertisement for a lame side scroller. Oh and no mention of sound or music production. Double lame.