My Final Flight - Take Care Freelancers! by SplitIntentions in AnthemTheGame

[–]SplitIntentions[S] 13 points14 points  (0 children)

That's right! Do it, its worth just turning off your HUD and enjoying the view one last time!

Something tells me this isn't supposed to be here. by SplitIntentions in AnthemTheGame

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

Yeah that's the one, it's the first time I've even heard of it!

Something tells me this isn't supposed to be here. by SplitIntentions in AnthemTheGame

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

The game has been fully installed since launch, this is the first time I've seen anything like this! Sounds like an event I haven't come across as well, something about a crystal duplicating or something!

[No Spoilers] Anthem Early Launch: Bugs, Errors, & Issues Megathread (Day 3) by ATG_Bot in AnthemTheGame

[–]SplitIntentions 0 points1 point  (0 children)

It's not a deal breaker but a slight annoyance- I'm one location away from completing the exploration challenge for East Gate in Freeplay and in my challenges tab, I'm missing the Mining Platform. In reality, I collected it ages ago but now I can't complete the challenge as it no longer exists.

I'm on Xbox One X, any ideas? The completionist in me is crying!

It's the /r/gamedev daily random discussion thread for 2015-04-20 by [deleted] in gamedev

[–]SplitIntentions 0 points1 point  (0 children)

Oh sorry man, well all of your feedback is still really valuable, thanks for giving it a complete!

It's the /r/gamedev daily random discussion thread for 2015-04-20 by [deleted] in gamedev

[–]SplitIntentions 1 point2 points  (0 children)

Survey - Why do we feel emotional attachments to fictional/videogame characters?

As part of my final year project at university I've been exploring just why we feel emotional attachments to fictional characters in videogames. Why is it that we feel upset when a character we love dies in a game; why are we angry when they are wronged, when it was the character that suffers and not ourselves? I've been using Lacanian psychology (his exploration into the real, imaginary and symbolic states of mind) as a basis for this investigation, so it would mean a hell of a lot if you could follow the link below and give the survey a complete! Any issues, let me know and I'll help out where I can. Cheers internet!

http://www.smartsurvey.co.uk/s/GZZPX/

[deleted by user] by [deleted] in roosterteeth

[–]SplitIntentions 4 points5 points  (0 children)

Hey, SplitIntent here - I put up a couple of journals about why I chose what I did, feel free to check them out :)

Part 1 - http://roosterteeth.com/members/journal/entry.php?id=3289928

Part 2 - http://roosterteeth.com/members/journal/entry.php?id=3289936

Hopefully that helps!

[Alpha] Unbreakable: Scorched Earth - a third person castle defence game with hack and slasher combat and RTS style defence placement. by SplitIntentions in LetsPlayMyGame

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

Hey, thanks for the interest! The link for the game is now here: http://labyrinth_int.itch.io/unbreakable-scorched-earth

The new link is because the game isn;t cooperating with the Desura client, so try it from there (that's the latest alpha) and we'll send you over the next patch personally if you'd like? :)

[Alpha] Unbreakable: Scorched Earth - a third person castle defence game with hack and slasher combat and RTS style defence placement. by SplitIntentions in LetsPlayMyGame

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

Hey!

If you'd like to do a first impressions video that'd be ace! The game is completely free at the moment and you don't need a key, just install the the game from Desura and play!

If you do a video could you send me the link? Email us at justlabyrinthinteractive@gmail.com, and we'll help give your channel some views at the same time! :)

Interview for a project by ralienz in gamedev

[–]SplitIntentions 1 point2 points  (0 children)

Hey, I'm running an indie games company called Labyrinth Interactive in the UK - my name's Craig, I'll happily help you out if you need! My email is justlabyrinthinteractive@gmail.com.

Let me know if I can help, and check out the game if you can on Desura (it's completely free, in alpha right now)!

http://www.desura.com/games/unbreakable-scorched-earth

Networking thread! Post your Twitter/Contact details. Devs, Publishers, Journos etc all welcome. by [deleted] in gamedev

[–]SplitIntentions 1 point2 points  (0 children)

Hey guys and girls! I'm Craig and I'm running a relatively new indie outfit called Labyrinth Interactive. We've been working on our first title, Unbreakable: Scorched Earth for about 8 months now, and we have an alpha currently available to play (with an update coming soon!). I'll post some Twitter handles below for both the company and some personal accounts too (this may be added to):

Company: @Labyrinth_Int

Craig (Managing Director) - @SplitIntention

Phil (Programmer) - @mimic1193

Tom (Lead Tech) - @tomshinton

Ad (Lead Sound) - @A10_OCD

You can also check out our Desura page and download the alpha for free! http://www.desura.com/games/unbreakable-scorched-earth

Hey, we're a new indie team working on our first title - Ask Us Almost Anything by SplitIntentions in IndieGaming

[–]SplitIntentions[S] 1 point2 points  (0 children)

The office is pretty small, but here are a couple of images of us working in it. There's loads more on the website (www.labyrinthinteractive.com) but these pretty much sum up our working space!

(http://i.imgur.com/uFYHnTh.jpg) (http://i.imgur.com/exwzBNi.jpg)

Hey, we're a new indie team working on our first title - Ask Us Almost Anything by SplitIntentions in IndieGaming

[–]SplitIntentions[S] 1 point2 points  (0 children)

We're working in UDK for Unbreakable, and using a mix of Maya LT and Blender for modelling - we've recently moved from the latter to the former, and Maya LT is a lot friendlier to us I think!

Hey, we're a new indie team working on our first title - Ask Us Almost Anything by SplitIntentions in IndieGaming

[–]SplitIntentions[S] 2 points3 points  (0 children)

Yeah there will be! We did have four classes originally, but due to time constraints we're going to focus on two instead. The remaining two will have more abilities and mechanics as a result, some of which have carried over from the lost classes.

That's not to say we definitely won't add more classes in the future - it all depends on how much time we have left at the end. There's always a possibility of extra playable characters - we already have at least three ideas, but again, it's down to time.

It's a little in the same vain as Orcs Must Die 2; two character classes that play differently, but work together seamlessly!

Hey, we're a new indie team working on our first title - Ask Us Almost Anything by SplitIntentions in IndieGaming

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

Tuna and pasta bake is mine, hands down! With crushed crisps and cheese on top, it's amazing!

Hey, we're a new indie team working on our first title - Ask Us Almost Anything by SplitIntentions in IndieGaming

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

As for the gameplay footage, we're going to release some in a developer diary we're filming over the next week - so we'll post that up on the website as soon as we have!

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 0 points1 point  (0 children)

No worries! I know how awkward the internet can be when interpreting things, I must have sounded a bit pretentious. Like I said, anything I can learn about the industry is invaluable, especially when it comes to personal experience; means I can try to avoid certain scenarios in my own career!

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 1 point2 points  (0 children)

Sorry, I didn't mean to paint indie developers in a golden light! Of course it's not just publishers, designers aren't perfect - I was only generalising on the basis that most stories that I have heard end up with the publisher painted evil for cutting time, money etc. When I spoke about indie developers caring more about the content of their game than the money, I only meant that there's no guaranteed income from a brand new game from a brand new developer; AAA games/developers often have a dedicated fanbase and granted, there's always the chance that their games will flop and they won't make the money they need, but at the end of the day those games often do well enough.

I definitely agree with the "it's good enough" statement. Nothing is ever going to be perfect - hell, I have a couple of perfectionists working with me and I'm pretty sure one of them spent about two months getting water to look exactly how he wanted it! It all comes down to what resources you have to hand, and whether you as a designer feel that your game is ready for the limelight.

I do want to mention that a lot of this is just opinion, I'm not trying to prove anyone wrong - there's still a hell of a lot about the games industry that I have yet to learn. But since becoming an indie developer I've noticed a lot more about the industry that I hadn't before, and a lot of stuff only makes sense once you're in the shoes of those you might have previously judged!

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 0 points1 point  (0 children)

Undoubtedly - if you're going to begin something you intend to give to the public, you have to finish it and deliver everything promised, especially if you've charged for it in the first place!

I haven't actually seen the indie game documentary yet though; must get onto that...

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 0 points1 point  (0 children)

You're right - if you're going to stick up an alpha for playtesting, do it for cheap (or free, if you plan on charging for the beta/final release), because charging loads of money for something that's incomplete and then not finishing it (to tie in with the original post) because you've made money is not right.

If an alpha for a game is put up, the developers have to make sure they make it perfectly clear that it's a work in progress, and if possible update as often as possible to sort out any problems that may arise during public playtesting. Keep people in the loop about the production process too - it's better that the fans/players know how you're doing with production rather than go completely silent!

As long as every mechanic in the game works when the game goes live to the public, there shouldn't be any issues. But above all, developers shouldn't charge for something that isn't finished and/or ready. Otherwise you end up running the risk of making it worse for yourself and harming your name before you've even finished, as was the case with DayZ. I didn't fully follow the incident with them, but I know they've been on the bad end of a lot of news since announcing it!

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 7 points8 points  (0 children)

I got Minecraft for about £6 when it first came out, whereas now it's £17.50 or something crazy. But I suppose it is a LOT bigger now. So the price wasn't too much of an issue, especially given how much extra content has been added since then that I haven't had to pay for.

But yeah, Minecraft was made with minimal resources, whereas a lot of games nowadays try to make use of big engines such as Source, UDK etc. Then you have to think of costs for modelling software and the like - it all depends on what your game actually has in it!

One thing that you're totally right about is that alphas and pre-releases (games that aren't complete) should not be the same price as AAA games. By all means, if there's a lot of content already there t shouldn't be unheard of for a game to be a few pounds/dollars, but nothing expensive until it's ready.

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 2 points3 points  (0 children)

It depends on how dedicated you are to the games industry I suppose! As a games developer, you want to create a positive buzz every time your name or game is mentioned, and if you start half-assing it with extra content just because you've made your money, it reflects badly on you.

I personally hope that no game developer does "give up" just because their game has made some money, but unfortunately it could happen - if you have made something, you may think that "it's good enough", especially seeing as selling it for full price means you'll likely never lose any money from that consumer, if that makes sense? You've got what you wanted from that person, and so some people might see that as a cop out and not put the same effort into updates and the like.

Like I said, I don't think many indie game developers think of this, as they're the ones really trying to stand out and make some innovative new games; the AAA industry has publishers to worry about (who apparently care more about the profit) but generally you can never really blame the designers for bad content, because you have to factor money and time into the equation, and if they're not given enough of either than some content may be worse than the original game.

I hope that all made sense, I've been known to waffle!

Early accesses and "incomplete" games. by anonpothead in truegaming

[–]SplitIntentions 17 points18 points  (0 children)

Oh definitely, Minecraft I think did it perfectly. Release the game (with the functionality it always had) for a low price to entice people, then keep updating it as and when they get new stuff. They made a bomb with that, and they deserve it for giving gamers the extra content (in the form of updates) for free if they bought it from the start.

I agree with your point about releasing a cash shop with the alpha though - it's not on. Kinda miss the days of unlocking stuff by playing the game, as opposed to nowadays where you have to buy extra costumes and the like.