Remove Code Remove Indy Remove Prototyping
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New game announcement: "Tryhard" + "A Sportslike Manifesto"

Radiator Blog

And now since I no longer teach for a living, I thought I'd try an even more difficult way of earning money - why not try "going indie"? We're currently in pre-production, and we've had some early funding from the fine folks at CODE NZ to support our prototyping -- but now we must brave the Worst Game Funding Climate Yet.

Games 130
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least, according to Hermann.

Dev 104
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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

What makes it special is that it is well-liked among indie designers and large studios. Although it mostly employs C++, it also provides a visual scripting language called Blueprints that lets programmers construct intricate mechanics without knowing how to code. The Blueprint system allows for faster prototyping.

Engine 52
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Penny Wise and Pound Foolish

Grumpy Gamer

It was bare bones, but it got the job done for the simple prototypes I was working on at the time. They did have Indie pricing where the first platform was free if your budget was less than $500K. Yeah, in the end, we spent way more than $10,000 on sound coding. The two big choices were Wwise and FMOD. I’m bored.

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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. So, almost two years ago I decided to fully embrace the indie path and became a solodev.” This includes a more technical identification of needs, what would I have to implement in code? What are the biggest advantages of working solo?

Dev 160
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The magical realism of Indonesia in the 90’s captured in A Space for the Unbound

PreMortem.Games

The indie game that does this especially well is A Space for the Unbound by Mojiken Studio. We made a pilot trailer and concept art that served as a main aesthetic code for the art style. After creating some prototypes, we finally found it. Video games have the ability to transport users to another place and time.

Art 118
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. Planning out code structure was exceedingly difficult, nobody had experience with it and official documentation was sparse to say the least”, according to Hermann.

Dev 118