Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Aug 7, 2014 20:47:04 GMT
Oh jeez, Peter's a monster. We know what the world does with these types of babies, they go werewolf and tear them to shreds. Peter's wife must do most of the parenting in their household, since he seems content to throw them out in the world like this. =P (Also how much does an editor pick cost you guys? Is that really something done out of the goodness of some editor's heart?) Nothing is done out of the goodness of their heart. Apple is a business, and one that knows how to make the most out of what they have. For them, I can only assume that they are editor picking us because our game runs "real nice" on an iPad Air, and that's going to promote hardware sales. So, no, we are very happy to be picked, but we didn't really get a say in it.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 7, 2014 20:50:17 GMT
No worries, no rush at this point (or with me, pretty much ever, considering I waited about 5 years for GW2's launch). As to Apple's need for money, I don't think they need it, I just know they want it and wants are typically insatiable when it comes to businesses and money. (Why else do they refuse to reduce the price of their hardware despite declining sales at this point, eh? But that's for another topic and discussion at a different time). Either way (and I get where you're coming from), we couldn't (and didn't) buy the Apple Editor's pick. Technically you are right, but there are a few good write-up's and a certain amount of insider industry knowledge that allows a developer to tailor an app to appeal to Editor's Choice criteria. It's something any successful iOS app dev aspire to and I'm sure it was a goal from the get-go. There are analytic write-ups on how to market a successful iOS app without an EC... but landing one is nearly a gimmie for widespread coverage.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 20:55:24 GMT
I spilled my coffee on the Android build... Seriously though, yeah, we've had it building for Android at different points in development, I had it mostly running on my S3 about three weeks ago. Mostly running isn't releasable though, as it means minor things are missing like "back button crashes the game" or "shaders somtimes turn purple when there are too many trees on screen"... yeah, cross platform development is fun. The reasons why there isn't a released Android build right now is that there aren't really enough developers here to support multiple platforms at the same time, the reason we chose to go with cross platform middleware providers Marmalade. We've had to concentrate on one platform at a time, and the way things have worked out, our platform split is iOS/Android/Desktop. Unfortunately, unlike desktop where the Windows and Mac builds aren't too dissimilar, the iOS and Android platforms have a lot of technical differences, meaning they can't easily be worked on at the same time. This meant we had to prioritise the mobile platform releases, and it makes sense to base that prioritisation on what keeps the company rolling, right? The good news though, is that now the iOS version is actually out there, there's more time for us to get back to doing more fun stuff and give some love back to the backers with some desktop updates. I personally would expect there to be an Android build in the next couple of months, and I would also expect a bit of a push to make the Desktop version significantly better too. fabs(); How different would the Linux version be from the Windows/Mac version in terms of development? I saw a live interview with the guy who created Banished yesterday about the AI in the game and at some point I heard him say that creating a Linux version shouldn't be too difficult.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 20:57:12 GMT
Either way (and I get where you're coming from), we couldn't (and didn't) buy the Apple Editor's pick. Technically you are right, but there are a few good write-up's and a certain amount of insider industry knowledge that allows a developer to tailor an app to appeal to Editor's Choice criteria. It's something any successful iOS app dev aspire to and I'm sure it was a goal from the get-go. There are analytic write-ups on how to market a successful iOS app without an EC... but landing one is nearly a gimmie for widespread coverage. I think that this editor pick is actually a good thing since as you said it is likely to draw huge amounts of attention to Godus which in turn would help an awful lot for 22Cans and subsequently the PC version.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 7, 2014 21:00:21 GMT
Technically you are right, but there are a few good write-up's and a certain amount of insider industry knowledge that allows a developer to tailor an app to appeal to Editor's Choice criteria. It's something any successful iOS app dev aspire to and I'm sure it was a goal from the get-go. There are analytic write-ups on how to market a successful iOS app without an EC... but landing one is nearly a gimmie for widespread coverage. I think that this editor pick is actually a good thing since as you said it is likely to draw huge amounts of attention to Godus which in turn would help an awful lot for 22Cans and subsequently the PC version. I'll keep my Fingers of God crossed.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Aug 7, 2014 21:01:17 GMT
(Also how much does an editor pick cost you guys? Is that really something done out of the goodness of some editor's heart?) My guess would be officially nothing, but unofficially a really really nice bottle of scotch. Did someone say scotch!?
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 21:02:12 GMT
My guess would be officially nothing, but unofficially a really really nice bottle of scotch. Did someone say scotch!? Don't tell me you're a scotch lover too! I just purchased a bottle of Ardmore.
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Post by Qetesh on Aug 7, 2014 21:09:58 GMT
Lord Ba'al bought me a bottle of Raspberry Absolute Vodka, I am ready for the drinking game, but have no mobile platform.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Aug 7, 2014 21:21:49 GMT
How different would the Linux version be from the Windows/Mac version in terms of development? I saw a live interview with the guy who created Banished yesterday about the AI in the game and at some point I heard him say that creating a Linux version shouldn't be too difficult. Ah, Linux. It should have been a matter of just building for Linux, but our middleware still doesn't support Linux. It supports blackberry phones, but not the glorious Linux, what were they thinking, didn't they know SteamOS was on the way? The prototype was done on all three platforms, first in python, then in C++. I don't know how we're going to get back to those lovely days, but I'm really looking forward to my main work environment being Linux again.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 21:26:31 GMT
How different would the Linux version be from the Windows/Mac version in terms of development? I saw a live interview with the guy who created Banished yesterday about the AI in the game and at some point I heard him say that creating a Linux version shouldn't be too difficult. Ah, Linux. It should have been a matter of just building for Linux, but our middleware still doesn't support Linux. It supports blackberry phones, but not the glorious Linux, what were they thinking, didn't they know SteamOS was on the way? The prototype was done on all three platforms, first in python, then in C++. I don't know how we're going to get back to those lovely days, but I'm really looking forward to my main work environment being Linux again. So what you're saying is it should be simple but Marmelade is fucking it up? By the way, I really appreciate you taking the time to be on the forum. Thanks!
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Post by Gmr Leon on Aug 7, 2014 21:27:47 GMT
To Raspofabs: Only on half of mobile. The Androids still await their divinity. I spilled my coffee on the Android build... Seriously though, yeah, we've had it building for Android at different points in development, I had it mostly running on my S3 about three weeks ago. Mostly running isn't releasable though, as it means minor things are missing like "back button crashes the game" or "shaders somtimes turn purple when there are too many trees on screen"... yeah, cross platform development is fun. The reasons why there isn't a released Android build right now is that there aren't really enough developers here to support multiple platforms at the same time, the reason we chose to go with cross platform middleware providers Marmalade. We've had to concentrate on one platform at a time, and the way things have worked out, our platform split is iOS/Android/Desktop. Unfortunately, unlike desktop where the Windows and Mac builds aren't too dissimilar, the iOS and Android platforms have a lot of technical differences, meaning they can't easily be worked on at the same time. This meant we had to prioritise the mobile platform releases, and it makes sense to base that prioritisation on what keeps the company rolling, right? The good news though, is that now the iOS version is actually out there, there's more time for us to get back to doing more fun stuff and give some love back to the backers with some desktop updates. I personally would expect there to be an Android build in the next couple of months, and I would also expect a bit of a push to make the Desktop version significantly better too. fabs(); Well this was unexpected! Thanks for the insight! I'm not really that miffed at the prioritization of iOS over Android (those platforms over PC, however, certainly a decent amount), as that's unfortunately pretty customary for the overall mobile platform much to my frustration and dismay (walled gardens can go burn, whether run by Apple or Google, you know?). That being said, I couldn't resist tossing my redundant two cents in with all the other people you've undoubtedly seen that from (be it Twitter or the announcement video comments). Also, it's interesting to see that what may have been suspected is actually true, that there aren't enough devs available for simultaneous multi-platform development. That definitely explains a lot of how the development has proceeded (no ill will towards you guys, there's only so much that a few people can focus on). Oh and I don't expect you to be able to say too much further on this, as you may have said a little more than you maybe should have already, but can one of the 22cans verify that the mobile release is seen as what will help keep the company afloat? Maybe I'm reading too much into that end of line, "makes sense to base that prioritisation on what keeps the company rolling," but that's how I read it. Regardless of that, the last couple sentences sound promising in revisiting the desktop build and working on more fun stuff (hopefully in the sense of not polishing up what we've already seen some more, I'd be tired of that by now).
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 21:53:56 GMT
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Aug 7, 2014 22:03:40 GMT
Oh and I don't expect you to be able to say too much further on this, as you may have said a little more than you maybe should have already, but can one of the 22cans verify that the mobile release is seen as what will help keep the company afloat? Maybe I'm reading too much into that end of line, "makes sense to base that prioritisation on what keeps the company rolling," but that's how I read it. You may very well think that, but I couldn't possibly comment.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 22:28:57 GMT
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Post by rubgish on Aug 7, 2014 22:30:02 GMT
Someone kick Peter in the face (gently) and tell him yes. Some of us actually secretly quite like stats even though we'll deny it to any of our close friends or immediate family members, mainly for the sake of not being a social outcast for liking statistics
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Post by Gmr Leon on Aug 7, 2014 22:56:46 GMT
Someone kick Peter in the face (gently) and tell him yes. Some of us actually secretly quite like stats even though we'll deny it to any of our close friends or immediate family members, mainly for the sake of not being a social outcast for liking statistics I don't know of anyone that hates stats, they hate the crunching and gathering of stats.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Aug 7, 2014 22:58:54 GMT
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Post by banned on Aug 7, 2014 23:22:38 GMT
... but have no mobile platform. The sound of much applause envelopes the 'verse.
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Post by banned on Aug 7, 2014 23:25:28 GMT
Someone kick Peter in the face (gently) and tell him yes. Some of us actually secretly quite like stats even though we'll deny it to any of our close friends or immediate family members, mainly for the sake of not being a social outcast for liking statistics You use many strange words. What are these "friends", "family", "social" you speak of?
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Aug 8, 2014 2:12:54 GMT
Oh and I don't expect you to be able to say too much further on this, as you may have said a little more than you maybe should have already, but can one of the 22cans verify that the mobile release is seen as what will help keep the company afloat? Maybe I'm reading too much into that end of line, "makes sense to base that prioritisation on what keeps the company rolling," but that's how I read it. You may very well think that, but I couldn't possibly comment. I got that reference.
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