Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Tuesday, October 15, 2013

Paper Sorcerer giveaway!

Hi there! It's been a while since the last post, got a bit behind on writing blog updates, mostly because of a few things:
  • Collating and updating the mailing list data and learning how to operate and build newsletters
  • Making a Facebook page and telling people about it
  • Figuring out how to use promotions and the like to generate interest in the game
  • Finishing the game
So as a result, I've decided to run a small giveaway to find a cool name for the newsletter! All you have to do to enter is write in a suggestion for the newsletter name and 'like' Paper Sorcerer on Facebook.
If you haven't already pre-ordered Paper Sorcerer, you're going to want to enter our contest, 10 lucky people will win free copies of the game! And even if you have, enter and you can give the copy you win to a friend!

The Grand Prize winner will be determined by a poll on the newsletter name suggestions, and will get bragging rights in addition to a free copy of the game. The name they suggest will be used for the newsletter.

I've set this to run until the end of the month, so hurry and tell all your friends about it!
If you'd like to embed the entry widget on another site, here's a link to the embed code: here

a Rafflecopter giveaway

If you're not sure how to enter, here's an infographic going over the entry process:


Wednesday, June 6, 2012

Ways of Minimizing Risk

Like I said before, there are many obstacles in the path of a single developer finishing and shipping a game. So I thought I'd do a post about what I'm doing to mitigate that risk.
  • Using a pre-made engine: Unity
  • Using middleware: Orkashi RPG Kit
  • Using a unique art style
  • Chose to do a relatively easier to develop game structure
  • I decided to do a dungeon crawler, which I love, but also doesn't require as many unique art assets as an open world. 
    • Easier to be creative within constraints
  • Finding ways to minimize animation
    • First, animation is time-consuming. 
    • Second, it doesn't contribute as much to the world/gameplay for the time it takes to do as many other tasks that are faster.
  • Using sprites instead of full 3D models
  • Focusing on digital distribution
    • Rather than focusing on finding a publisher or investors to fund a large scale physical distribution and advertising campaign, I'm going to try crowdfunding and releasing in a digital format.
  • Developing with a harder heart
    • If I cut features that are close to my heart when I see them taking too much development time, or that they're making it less fun, the game is that much more likely to succeed.

Tuesday, June 5, 2012

New Beginnings

This is the Ultra Runaway blog, chronicling the story of one man with no industry experience or programming training making a PC RPG.

Why make an RPG when it is one of the most content heavy game genres out there? Because it’s what I like and I don’t feel like there's enough classic turn based RPG’s out there these days. Yeah, as a one man army I should probably make a simple puzzle game or pong, but that's not my style.

I want to design stat systems and classes. I want to come up with cool dungeons, weird spells and all sorts of crazy traps. For example: you walk into a room, then everything turns upside down! That might not the best trap ever, but I’m still new and at least it’s more unique. That leads me to one of my goals with this game, I want to try to bring something a little different to the RPG genre, while still keeping all the cool exploration and strategic combat I like. As a one man team with the freedom to make whatever crazy game I want, I feel like I can make that happen, despite the many risks.

Well see how this goes. I've got a good feeling about this.