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#ActualCaptain Andrew Brewer

Posted 18 July 2012 - 09:22 PM

Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few months before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do appreciate the thorough review of both myself and my company. Let me know if you have any other questions.

@ FLeBlanc - I appreciate the review and I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

@ Aerin - It will be slow going, but I will eventually update the demo with a more in depth demonstration and I will be sure to let you know when I do. The system itself has no inherent limitations in regards to the amount of damage a single object can take, but everything is based off of real world physics and consequences so there is a breaking point for most things. The scenario you describe is one of the selling points of this system. All models can be made granular regardless of polygon count and will become completely interactive upon conversion. This allows us to have truly destructible environments and characters that suffer real consequences based on our vital points life system.

#4Captain Andrew Brewer

Posted 18 July 2012 - 09:21 PM

Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few moths before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do the thorough review of both myself and my company. Let me know if you have any other questions.

@ FLeBlanc - I appreciate the review and I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

@ Aerin - It will be slow going, but I will eventually update the demo with a more in depth demonstration and I will be sure to let you know when I do. The system itself has no inherent limitations in regards to the amount of damage a single object can take, but everything is based off of real world physics and consequences so there is a breaking point for most things. The scenario you describe is one of the selling points of this system. All models can be made granular regardless of polygon count and will become completely interactive upon conversion. This allows us to have truly destructible environments and characters that suffer real consequences based on our vital points life system.

#3Captain Andrew Brewer

Posted 18 July 2012 - 09:20 PM

Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few moths before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do the thorough review of both myself and my company. Let me know if you have any other questions.

@ FLeBlanc - I appreciate the review and I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

@ Aerin - It will be slow going, but I will eventually update the demo with a more in depth demonstration and I will be sure to let you know when I do. The system itself has no inherent limitations in regards to the amount of damage a single object can take, but everything is based off of real world physics and consequences so there is a breaking point for most things. The scenario you describe is one of the selling points of this system. All models can be made granular regardless of polygon count and will become completely interactive upon conversion. This allows us to have truly destructible environments and characters that suffer real consequences based on our vital points life system.

#2Captain Andrew Brewer

Posted 18 July 2012 - 09:07 PM

Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few moths before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do the thorough review of both myself and my company. Let me know if you have any other questions.

@ FLeBlanc - I appreciate the review and I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development, I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

@ Aerin -

#1Captain Andrew Brewer

Posted 18 July 2012 - 09:06 PM

Aloha Stormynature. The game you are referring to was a failed attempt at developing a The Legend of Zelda fan game. There were several factors that contributed to its failure but the main reason was a lack of dedication. I created a team of DIY developers from around the net and we agreed to work together at no cost to make our game. It only lasted for a few moths before the team disbanded. You may notice the characters from the fight scene look similar to certain Nintendo copyrighted characters, it is because they are assets that were created for the failed fan game. My company structure pulls its inspiration from the command hierarchy of a maritime vessel. The chain of command model found on board a maritime vessel allows us to create an ordered structure to easily manage our workload and development process. The only writing I have published is through local media, i.e. newspapers, community magazines, etc. I have quite a few short stories and several in depth articles about the state of my nation. I do the thorough review of both myself and my company. Let me know if you have any other questions.

@FLeBlanc - I appreciate the review and I should point out that when I started this topic 2 weeks ago I made it clear that I was broke. I suppose the old adage "You get what you pay for" is quite relevant here. I totally agree that I would do well to have an elaborate and fully functioning demo, but until I can get more funding to continue development, I will have to settle for what my own meager skills can accomplish. Honestly I don't think its that bad for being well outside my skill set.

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