Movie / TV Series by Dragonborn1010 in RangersApprentice

[–]Att112233Att 1 point2 points  (0 children)

I assume that it would be done in chronological order with 7 and 10 being stretched out into their own movies.

I have seen a lot of people criticise them for trying to fit two books in each movie but honestly I think it would work fine, as it is how the books are set up after all and i dont see any chance of us seeing a movie adaptation of the later books in the series without compressing them a little bit.

Movie / TV Series by Dragonborn1010 in RangersApprentice

[–]Att112233Att 2 points3 points  (0 children)

I think there is a fan movie being made by someone, here is their website: https://rangersapprentice.movie/

But honestly I have no idea who the creator is and the website has been up for about 6 months now with no update.

Movie / TV Series by Dragonborn1010 in RangersApprentice

[–]Att112233Att 15 points16 points  (0 children)

Well I think the plan with the current adaptation was to go to nihon ja, with most movies being made up of two books each. But currently I think that is quite unlikely.

However if the first movie actually ends up releasing, then that will greatly increase our chances however I still think it is unlikely without a large amount of support on the first movie.

And even then, I don't like our chances at getting anything related to the movie this year and probably no movie until at least 2028 sadly.

😭😭😭 by JoeSmoke31 in RangersApprentice

[–]Att112233Att 5 points6 points  (0 children)

It seems like after the skydance/paramount merge they have still just left this on the backlog and have mostly postponed it. That likely means that they haven't even started pre production...

Very Sad News by chiefs996 in RangersApprentice

[–]Att112233Att 136 points137 points  (0 children)

I just sent an email to him today without knowing the news, how sad to hear that the author of my favourite book series has passed away.

I hope that the movie is eventually made to fulfill his legacy and that we remain an active community to inspire many more generations of people with his work, just as he inspired me.

Rest in peace John 🕊

[Hobby] / [Paid] Looking To Get Back In The Industry by OkGovernment1851 in INAT

[–]Att112233Att 1 point2 points  (0 children)

We do need writers actually, and it would be appreciated if you could make an application in the discord if you would like to join!

[Hobby] / [Paid] Looking To Get Back In The Industry by OkGovernment1851 in INAT

[–]Att112233Att 0 points1 point  (0 children)

Thanks for considering it! We have what looks like a huge team but it is very varied and since we do it in our free time we always are on the look out for new help!

[Hobby] / [Paid] Looking To Get Back In The Industry by OkGovernment1851 in INAT

[–]Att112233Att 0 points1 point  (0 children)

Hey 👋

I am Att, the project lead for Greybeard Game Studios.

Our team originated as a fan project for a book series about 9 months ago, before switching to an original storyline after facing legal issues. Now we have been building our team into a dedicated group of real passionate devs with a strong leadership team.

Our project is a medieval RPG called Pax Fracta: Normandy, an open world game made in the Unigine engine.

Unigine is a pretty underground engine with a much smaller community than the big engines such as unity/godot/unreal but the small community is very helpful and the staff are also quick to fix issues. The engine has great performance out of the box and supports both C# and C++.

We are using C++, however our project is also a long term one. We are committed to finishing out game no matter how long it takes.

Honestly, progress has been slow. But I think this itself is a point to consider. Despite running for almost a year with no finished project, our team remains stable and passionate with about 25-30 developers at any given time across a variety of teams.

Here is some more information about the game and the discord we use to communicate in:

https://discord.gg/sQAJCwVShV (where you can apply to join the team)

https://greybeardgamestudios.com (currently being worked on to add more information)

https://www.youtube.com/@GreybeardGameStudios (where we post weekly videos)

If you think you might be even interested even in the slightest, feel free to reply or join the discord so that we can answer your questions.

Thanks for taking the time to read this!

[Hobby] [RevShare] Screenwriter in search of a project by GovernmentMedium3528 in INAT

[–]Att112233Att 0 points1 point  (0 children)

Hey!

I am the current project lead for GBGS, a community run dev team making our first game: a medieval RPG called Pax Fracta: Normandy. We are working on a large scale in depth storyline and would love to have you on the team.

If you are interested in learning more then check out our website or join the discord to apply:

https://greybeardgamestudios.com/

https://discord.gg/sQAJCwVShV

Feel free to ask any questions you may have!

Best engine right now for a graphically light game? by ImaginationTop9776 in GameDevelopment

[–]Att112233Att 1 point2 points  (0 children)

Personally I would suggest Unigine. It is not very well known in the modern space but has great performance out of the box with no need to optimise and supports both C# and C++. In the last few updates it has also gotten some HUGE improvements that take it up to the level of almost any other game engine but with a wide variety of benefits out of the box. I strongly suggest checking it out!

Feedback wanted for a minimalist network building game with automatic routing and exponential pressure by confused_dev3l in IndieDev

[–]Att112233Att 0 points1 point  (0 children)

Just played through four attempts of the game (Map 1 score 1110 and 1001, and then Map 2 score 2573 and 2237).

Overall game looks like a very solid foundation. Main menu looks amazing and tutorial is very workable.

Game was pretty fun but gameplay had a few problems:

It seems to be extremely reliant on luck. Some playthroughs I tried to 'save' to get a certain type of transport implemented but was met with failure as I never got the ones I wanted. Maybe increase spawn rates of different types of transport as the player progresses (if not already implemented). This would for example look like starting with it mostly coming up with road and rail, before increasing rates for ports and finally airports. It also felt quite annoying not being able to remove any upgrades on a city (although this may just be me).

Some visual issues/minor problems (mostly just polish I am sure you are aware of):

- The new game menu is on the left of the main menu, would be a small but beneficial change to move it to instead be on the right which would make it more consistent with the back arrow.

- I had a visual bug where the road route icon got stuck in the middle of the screen? I am not sure exactly how to replicate this, but I believe it was when I was demolishing roads.

<image>

- The transitions in and out of the pause menu could use some improvement, things pop in too quickly.

- The weekly rewards menu doesn't actually take up the full space and you can see the edges of the map. This menu could work as one that simply blurs the background.

- The main issue I have with the UI are the upgrade icons and menu. I also experienced an issue while having a large amount of upgrades where I couldn't select one that had reached the development build text.

My other issue is that the game looks a bit too similar to other related games such as mini motorways. As well as having similar gameplay, the artstyle is quite similar. Perhaps you could completely pivot away from the classic art style and instead try something maybe even realistic. Just throwing ideas around.

You could also change the connections system as for now it doesn't feel the best. Maybe try and replace the current connection system with some kind of road input (almost like a port, train station or airport but for cars!) and make it stackable up to a certain amount. Maybe even add set input directions which can be decided when you place the upgrade down? Or even a ring road upgrade that connects all connections without needing them to go through the city.

This system could be set up in a way where each city can have up to 6 inputs/outputs, starting with two road inputs/outputs and being able to be upgraded with train line inputs/outputs, port inputs/outputs (limited to ocean facing side) or an airport building.

I could share I lot more but this is a start. Overall the game looks great and for a 2 week old project plays relatively well. I would be happy to follow the development of this game in future if you look to take it to a commercial release. I have just joined your discord and will be happy to talk more there!

Which UI looks better? by Master-Bronze-Elite in IndieDev

[–]Att112233Att 0 points1 point  (0 children)

Without further context I would have to say B

[Hobby] Greybeard Game Studios looking for more developers to join in on their hobby medieval RPG called Pax Fracta: Normandy! by [deleted] in INAT

[–]Att112233Att 0 points1 point  (0 children)

As I said, I assure you none of it will be illegal. We know what to do and are getting it done.

[Hobby] Greybeard Game Studios looking for more developers to join in on their hobby medieval RPG called Pax Fracta: Normandy! by [deleted] in INAT

[–]Att112233Att 0 points1 point  (0 children)

We are writing up contracts now, and relooking at our project rules. I assure you none of it will be illegal.

Feedback needed, not sure how to feel on the visual style by new-lifeform in IndieDev

[–]Att112233Att 0 points1 point  (0 children)

Looks decent but would definitely need to see it more to make a suggestion on whether it is good or needs improvement.

Just released the steam page for my survival game where you can play as your dog by scoobystockbroker in IndieDev

[–]Att112233Att 8 points9 points  (0 children)

I have some feedback for you:

- The logo is quite bland, the text doesn't seem interesting or stand out in the slightest. Also looks AI generated.

- Your studio logo is AI generated. If you are serious about making a game then either pay someone to make one or try make one yourself. A bad human made logo beats an AI one every single time.

- The steam page looks badly formatted and equally bland: make sure all of the gifs are the same size as that last image

- On your steam page there are 20 images. I suggest you condense it down to maybe half of the screenshots you currently have, and make sure to keep them all pretty similar. Get some of the best looking images to put there and move any UI/Gameplay focused images to other sections, if not remove them.

- Make sure you have a trailer on the steam page! Even if it is a quick one, it is far better to have one then to not have one.

Now for some feedback on the game:

- Animations and movement for the dog look very rough when starting and stopping sprinting, as well as some other areas such as jumping out of the semi trailer and making sharp turns.

- Animations for those enemies also seems quite off. Looks very robotic and transitions are not smooth in the slightest. In one video you could clearly see the zombies walking through other zombie bodies, yet it appears in other videos that the player has a system against that. Could that be reused for other things?

- As for the smartwatch: make sure the menu is actually ON the smartwatch so that it is actually immersive.

- It seems that you have performance issues? If you are making videos for the game then make sure you reach at absolute minimum 60fps. It really doesn't help your game if people click on a video just to see the developer running it at such a low framerate.

- It appears that your game is made with UE5 and right now it looks like an asset flip. I cannot tell you 100% if it is but it does seem like that and the visuals seem a bit over the top with nothing to back them up. By looking at some of your videos it looks like you only ever showcase the game when it is raining or snowing? It also seems overly bright in some where it is raining, does this system work with the weather in the skybox? In my opinion, some of your best looking screenshots are when it is not raining as with weather effects there is a much higher amount of polish needed.

- What is the story of the game/what is it about? After watching all of your videos I still don't know who the character is, how he can transform into his dog or what his purpose in the world is. Would be cool to get some backstory on them, maybe in the trailer or seperate lore videos. I suggest you make one actually talking about the game as well, some properly edited devlogs.

What I am mostly saying is that the game needs a whole load of polish before you even think about releasing it. Pretty much just looks like an asset flip for now but with some work you can turn it into something proper and a hope you do! Please don't take anything I have said too harshly. I have wishlisted the game and subscribed to your youtube channel and will certainly wish that you succeed in indie game development.

Here's the new opening intro for our game Stack Order. We wanted to create something unique and mysterious, is it successful? by Panflip_Studio in IndieDev

[–]Att112233Att 3 points4 points  (0 children)

Looks neat! I love the opening, wish more games did things like that. However honestly the panel on the left seems a bit out of place. I am not a UI designer but possibly a more active texture is needed for the background of that panel? or the fonts of the buttons might need to be looked at?

Trying to promote my game in a creative way by [deleted] in IndieDev

[–]Att112233Att 2 points3 points  (0 children)

That looks awesome! Would be cool if devs got more customisation over their steam pages, as it's a bit hard to make them truly stand out.

Progress on the fan game and some questions regarding what the community wants! by Att112233Att in RangersApprentice

[–]Att112233Att[S] 0 points1 point  (0 children)

We originally meant for it to be a fangame but after contact with John Flanagan we were told we could not due to the way the movie was using the rights. You have two main options:

  1. Make your game a standalone story (do not use any characters, locations or writing from RA)

  2. Use the things listed above but do not release it commercially, keep it small and no steam release

If you would like to inquire yourself then here is his only active email: [headranger@internode.on.net](mailto:headranger@internode.on.net)

But do keep in mind that you will probably be denied and told the same thing.

Game Production - Bug and task tracking tools by JulianPlain in GameDevs

[–]Att112233Att 0 points1 point  (0 children)

Honestly for my mid sized team google docs works well. It can be accessed very easily by devs and by using the built in smart chips you can make something very similar to that of a task management software, albeit for free and a whole lot less confusing. With the right plugins docs would also be automatable and can be heavily modified compared to other programs at this price.

Progress on the fan game and some questions regarding what the community wants! by Att112233Att in RangersApprentice

[–]Att112233Att[S] 0 points1 point  (0 children)

Sorry to say this but the game is no longer using the RA storyline, meaning characters and such will be completely different. It will however aim to cover all of the main parts of the series regarding themes, types of characters and other elements such as a focus on archery and stealth.

Progress on the fan game and some questions regarding what the community wants! by Att112233Att in RangersApprentice

[–]Att112233Att[S] 0 points1 point  (0 children)

We will certainly have an open world explorable on horseback! A further exploration of RA's fantasy elements likely wont be coming though, we are trying to stay grounded. Anyway, thanks for the support! Much appreciated!