Where did all the time go?
by Adam Beaumont · 07/15/2007 (8:30 pm) · 1 comments
Wow - a year and a half (almost) since my last post about being almost there and Roboherd is only just getting out of the door. I guess the bad thing is its taken so long, but the good thing is at least it's done. Yep, all zipped up and ready to go - Roboherd should be seeing the light of day fairly soon now, once we get everything signed, sealed, and delivered. It's been an epic development cycle to say the least (I think 3-4 years on and off (mostly off)) but I guess perserverance pays off.
Having got that out of the way we're now starting to take a look at what we can do next - we have a number of ideas, ranging from a 2d platformer to a couple of multiplayer on line games. I think the 2d one would be the easiest but we'll probably end up going online - I have a sports sim that I'd like to do but we've got to compare it against the other ideas and get some kind of consensus about which direction we should go in.
The main goal though is to reduce development time. Part of that we think will come from being more focussed around design and communicating the game vision, part of it will come from getting more people on board (well 1 or 2 more I think). We really suffered on Roboherd in not having enough people to keep things moving and deliver assets quickly enough which meant that things got really bogged down or it was difficult at times to see the final vision. The plan is to try and get some more skills on board on the back of Roboherd but I guess we will have to see how well that works out.
I'm also interested to find out how much we can leverage the work we've put into Roboherd - not really from making cash on selling the game but more in terms of what we can get out of it in terms of reputation, increased exposure, more interest from other developers, etc. Interesting to see.
Having got that out of the way we're now starting to take a look at what we can do next - we have a number of ideas, ranging from a 2d platformer to a couple of multiplayer on line games. I think the 2d one would be the easiest but we'll probably end up going online - I have a sports sim that I'd like to do but we've got to compare it against the other ideas and get some kind of consensus about which direction we should go in.
The main goal though is to reduce development time. Part of that we think will come from being more focussed around design and communicating the game vision, part of it will come from getting more people on board (well 1 or 2 more I think). We really suffered on Roboherd in not having enough people to keep things moving and deliver assets quickly enough which meant that things got really bogged down or it was difficult at times to see the final vision. The plan is to try and get some more skills on board on the back of Roboherd but I guess we will have to see how well that works out.
I'm also interested to find out how much we can leverage the work we've put into Roboherd - not really from making cash on selling the game but more in terms of what we can get out of it in terms of reputation, increased exposure, more interest from other developers, etc. Interesting to see.
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• Roboherd on Mac?• Roboherd Demo
• Roboherd update
• Next Roboherd release coming soon...
• Roboherd keeps on movin
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