May 2011, release LUFTRAUSER
Dinosaur Zookeeper played less
A clone of Ridiculous Fishing gets announced. We do nothing for most of the year.
Ridiculous Fishing cloned
Feeling down, gave big talk at GDC about cloning
On the way home, Jan Willem decides he wants to make LUFTRAUSERS
No TV’s on the plane
- Constant aerial combat
- Classified superweapons
- The best pilot in the world
* Developing for Steam / PC
- Development process
- Freedom of tools / framework
* Starting our conversation with Sony
- Super Crate Box for PlayStation Mobile
- Shahid Kamal
This is our build in early 2013. Game is slated for Q2 2013.
- JW & I argue about cloud shapes for 3 days
- Windows 8 problems with GM8
- Port to C++ / SFML / Custom Engine (Dex)
- Also support for Mac & Linux
- Reflections added
* Conversation with PlayStation
- Shahid Kamal #2
- Showing early prototype at SCEE London
- Made exclusivity deal, get devkits
- Announce all platforms will launch simultaneously, estimate about 2 months of dev.
- Slight delay on PC version, now Q3 2013.
* Developing for PlayStation and Vita
- Catch up, continue parallel development on all platforms
- Port adapted for PS3/Vita native code
- Control/Interface problems on PSN platforms
- Aspect ratio problems on Vita
- Good people, archaic systems
Technical Requirement Checklist
Still aiming for Q4 2013
* Marketing
- Slowly team moves on to new projects.
- Ridiculous Fishing about to launch on iOS.
- Devolver Digital helped us focus on development.
Stuck in certification hell for almost a year
Keep retrying
Tons of paperwork
ESRB/PEGI Ratings
Not just Playstation. Microsoft / Nintendo
- Still sitting on PC/Mac/Linux due to early promise
* Finally release (March 2014)
- PlayStation Plus deals.
- Not taken at launch
- Financial results.
- Recoup in two days
- PS Vita second-best selling platform (!)
- Console not great place to make enormous amounts of money
- Still good to try / release (legitimacy, extend product life, Thomas was Alone)
- Check if you can get devkits