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About erlend_sh

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  1. Always happy to spew some words out. Bring on any questions you'd like ;)   Would love to do a public post mortem, hopefully we can set aside the time needed for that. Still got a few more weeks of marketing to do though, as that's a crucial part of any indie game development cycle.
  2. Our experience is that it's ultimately easier to target the parents. Going through schools and municipalities you can sometimes strike gold and get one of those huge sales, but it's a long and tiring process with a lot of red tape. It's especially funny to see how many educational institutions see us in a negative light because we're a "commercial company", while at the same time they get all their books from big multi-million publishers who drop off the "corporation radar" simply because they've been dealing with them for decades.   The people buying our game (parents) are not the same as the people playing them (kids)! This presents a very interesting challenge. We rely heavily on our product being good enough to be spread by word of mouth and high quality media, like this recent Forbes article. We don't have a big marketing machine, so the game simply has to deliver on what it promises so it's shared organically.       I wholeheartedly believe the game is well worth the price. As for having a demo, that's something we're debating daily.   Two main concerns with regards to having a free demo: We don't want to split up our reviews (Demo app vs Full app) We fear that some players will not take the time to truly understand the underlying teaching value of the game, and just dismiss it as a hyped up puzzle game.
  3. Thanks Thomas!   These are interesting times for premium games. Barry Meade from Fireproof games wrote a very interesting article about it. So now we have to figure out if we stay the course and keep making premium games over longer development cycles or switch to a "Minimum Viable Product" approach for instance.   As an educational game we have some extra limitations though. For instance, we couldn't even implement an "ethically sound" version of in-app payments if we wanted to (e.g. $20 will net you everything the game has to offer) because IAP-games are excluded from the Education category on the Appstore.
  4. We recently released our second game, DragonBox Elements.   Our goal is to convey the 5 big ideas in mathematics in less than 20 hours of game play. Functions Geometry (check) Statistics Algebra (check) Numbersense Our guiding principle is to design games that are inherently based on mathematics, as opposed to math simply tacked on to generic gameplay.   Would be more than happy to chat with anyone who has tried one of our games with their kid(s)!
  5. An up-to-date gameplay preview is now available on YouTube. Your thoughts and questions are most welcome: [youtube][/youtube]
  6. If anyone's interested in Entity Systems, we recently put up a post about exactly that on our IndieDB page. [url=""]http://www.indiedb.c...e-entity-system[/url] It's pretty much a "primer on entity systems", so if you're unfamiliar with the concept you should still be able to follow along. On the other hand if you're already employing entity systems in your grand scheme to take over the world, you'll probably learn nothing new. Also put up a little sample from the editor workspace the game is being made from. A big stretch goal of ours is to make the game fully moddable. [url=][img][/img][/url]
  7. [b]Hello GameDevers! We'd like to share with you a project that's been sporadically worked on for about 2 years now in the form of multiple iterations.[/b] [b]Introducing...[/b] [img][/img] [youtube][/youtube] The game is still in development. Public beta is expected out by the 3rd quarter of 2013. This is going to be a single-player RTS. As such the enemies, which will be mainly composed of urban civilians and the army, must be both challenging as well as entertaining. AI is a big focus for the game and will be achieved using [url=""]GOAP techniques[/url]. [img][/img] [img][/img] [img][/img] The game was [url=""]first announced on[/url], and that is our main hub for continuous updates, in combination with Twitter. We'll do our best to keep threads like this one up to date though. Fore more, see: [url=""]Attack of the Gelatinous Blob on IndieDB[/url] [twitter]aotgb[/twitter] [b]Thanks for reading! Now we'd love to hear how you like it so far, and what you might want to see or do in a game like this.[/b]
  8. Ah, I'd forgotten about the thread. The book is in fact done, we're only waiting for PacktPub to complete their reviewing process, which is taking an unprecedented amount of time. Sorry about the delay, I hope we'll have some good news to share shortly.
  9. [url=""]Read original announcement[/url] "Otherside" is a puzzle-platformer, currently in development by a group of 6 students from the Vancouver Film School. We've been developing this game for about 3 months now. After one week in full production, we are now ready to publicly release our first pre-alpha release. We will greatly appreciate any fellow game developers testing our game; it'll only take 5 minutes. In its current state the game is very buggy and it's got no end state. We're hoping that the gameplay elements implemented thus far are enough to convey the essence of fun in our game. [img][/img] [img][/img] [url=""][/url] [url=""]Otherside on[/url] [url=""]Otherside on Facebook[/url] [url=""]Otherside on YouTube[/url]
  10. Introducing [url=""]Otherside[/url]. This is a simple puzzle game still in early development. The core mechanic is cube movement, i.e. rotating, sliding and flipping cubes in order to create new paths to traverse through. After a few weeks in pre-production, our first [url=""]prototype is available for play online[/url]. Additionally, you can view this brief walkthrough of our demo level, demonstrating all the types of cube movement available in Otherside. [media][/media] Kindly post any bugs you may encounter to [url=""][/url]. Guest posting or registration is up to you. [i]Thanks for your time,[/i] [i]~ Team Hotsauce[/i]
  11. An interview with Paul Speed, developer of Mythruna

    Yep! If Minecraft can be called a genre I think it's safe to say it's already the equivalent of what WoW is for MMOs, so I don't think Notch & co feels threatened. If anything, they should be happy to see that the game is inspiring content even outside of its own boundaries. From what I could gather, Paul is is targeting those of us who were fascinated by the Minecraft concept, but could never quite wrap our head around the "fun factor". I'm definitely excited to see how Mythruna deploys many of the similar mechanics, while taking a new path in terms of player motivation. (and I dare say the visuals are already quite stunning! [img][/img] )
  12. We are very proud and happy to announce that Ruth Kusterer, on behalf of the jMonkey team, will be authoring a "jMonkeyEngine 3 Beginner's Guide" to be published by [url=""]Packt Publishing[/url]. [img][/img] Those interested can read the full announcement on [url=""]our blog[/url]. [font=verdana, geneva, lucida,]The book is still in early development, so we'd be very happy to hear your thoughts on what you think this book should entail.[/font]
  13. Gameplay Video

    The boat->land transition is simple yet effective!
  14. just published this article, written by yours truly: Open source games: It's a team effort A lot of it is based on my experience with a game that I tried to do together with Kirill Vainer, the lead developer of jMonkeyEngine 3. Some GDnet oldtimers (well now, it's only a couple years ago) might remember "Radakan". Funnily enough, this game was in part the beginning of jME3, and I might write about just that and other benefits of open source game development in an upcoming article. Last fun fact: This article was based on a answer I previously typed up over at Where to look and begin with open source game projects It came to mind a while after just as a random pop-up in a conversation with the jMonkey team, and I realized an article could be made of it. I'm sure several others could do the same with some of their more memorable rants over the past few years, am I right?
  15. Monkey says hello - There is no secret agenda

    [quote name='Aardvajk' timestamp='1296979315'] Damn you - I just followed your link and lost about two hours playing the Grappling Hook demo [/quote] Grappling hook is brilliant That is time [i]well spent[/i] if you ask me!