![]() ![]() The Ceaseless Void itself will initially hover directly above the player, but will cycle through 8 different positions around the player over time, moving one position counterclockwise every 8 / 6 / 4 seconds. The Dark Energies will oscillate back and forth relative to the Ceaseless Void while also rotating around it in a clockwise manner. Upon being summoned, the Ceaseless Void is completely invincible to damage, and 11 Dark Energies are spawned in a 3-armed star formation centered on the boss. The actual budget for the game was higher than 300k – we each lived on our own financial runways (savings, rrsps, etc) during development, and we took a 75k loan early in the project to help out.The Ceaseless Void does not spawn on its own and requires the player to summon it by using the Rune of Kos in the Dungeon. So, we emailed everyone on our list, every press contact we could find, our family & friends, ex-coworkers – no stone was left unturned! We wanted to fund quickly, since oftentimes that can generate buzz. ![]() We worked hard to refine our pitch, to ensure that it was easy to articulate, and quick to communicate our vision for the game. The campaign prep was about 5-7 weeks prior to the launch, and took a full time effort from both Tyler and myself. ![]() We announced the game before coming to Kickstarter, and used the intervening time to collect email addresses and build a mailing list of our very earliest fans. We have a few exporters and other custom tool we’ve written, but nothing groundbreaking. At the time we started, Unity had not yet released it’s 2d toolkit, and we felt that since the game was not particularly technically demanding, we could get by with a dune buggy instead of a Range Rover. We use a custom C++ engine built just for the game. ![]()
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