Is there anything like this in the making?
Monomyth: https://store.steampowered.com/app/908360/Monomyth/
EDIT: Here's the Codex thread https://rpgcodex.net/forums/index.p...rst-person-action-rpg-dungeon-crawler.115034/
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Is there anything like this in the making?
If only we had more water for the Lurkers to swim around in :’(
The current list of creatures we’re looking at need to make sense for the Abyss layouts, be flexible, and have different behaviors from the prevalent Skeletons.
Makes perfect sense to me.a backer
being treated like a complete idiot
But the philosopher kings in the Ivory Tower are still happy:
This sort of thing is such a cop out.
The reason why people can claim "hey great ideas are easy, I have heaps of them!" is because they don't have to prove that they're good ideas. Most of the time they're just not.
But the philosopher kings in the Ivory Tower are still happy:
This sort of thing is such a cop out.
The reason why people can claim "hey great ideas are easy, I have heaps of them!" is because they don't have to prove that they're good ideas. Most of the time they're just not.
Well, it's not really a cop out, is it? A cop out from what?
Good ideas ARE much easier than good executions. Also, the "idea" of a game is usually a pretty high-level thing, a concept that fits on two sheets of paper max. I'm fairly sure their idea for UA wasn't nearly as bad as the product turned out.
Something like how save games are done is more of a detail and part of the execution, if you ask me. It is not usually a core concept of the game.
Shock3's original budget was around $12-13 million from Starbreeze [...]. UA's total budget has been less than half of that.
Did you include hookers and blow in your calculations?The numbers don't even add up. If UA took $6M over 4 years for 15 full-time developers, each developer would have been paid an average $100K/year.
We know for a fact that they put the project on hold for half that time, and that less than 15 devs worked full-time on it, and the salaries certainly didn't amount to $100K/year.
Let's take 10 devs full-time for 2 years at $60K/year, that's "only" $1.2M. Maybe add another year of "research" and "pre-production" ( fucking around, in reality ). You've still barely reached half of the claimed budget.
Let's take 10 devs full-time for 2 years at $60K/year, that's "only" $1.2M. Maybe add another year of "research" and "pre-production" ( fucking around, in reality ). You've still barely reached half of the claimed budget.
For future references, credits:
Having also worked at Dragon's Eye Productions, I can say that the programming team and web development team were almost all volunteers also. There was very little managing, and quite a bit of polite asking. But I will admit, it looks good on a resume.
Yeah. It was a big deal when he started getting paid.Apparently he was one of the few paid employees on Furcadia:
But the philosopher kings in the Ivory Tower are still happy:
This sort of thing is such a cop out.
The reason why people can claim "hey great ideas are easy, I have heaps of them!" is because they don't have to prove that they're good ideas. Most of the time they're just not.
For example making your game with no save system is a REALLY BAD IDEA
Update 4 may finally introduce escort quests: