So Vinyl got through the industry panel, because its awesome. Our team has now more than doubled in size. Sadly, two of the four got cut, including Ludology, which I thought was a fantastic idea and my fallback plan in case Vinyl got axed. Ah well, such is life, Cosigners and Vinyl absorbed the other teams and now we finally get to start planning to make a game that isn't just a prototype.
We spent most of the first week debating platforms and engines. A lot of the feedback we received suggested we do a mobile game. We kind of like that idea, but we wanted to use Crytek and they cannot easily deploy to anything, but a PC. The more we debated it though, the more we decided we could make a better game on PC and that trying to hit mobile because it's a better market is pointless. We are a student game and we should be trying to execute a cool proof of concept. If we have some time when we're done we could look into porting to Unity and deploying a lesser version on mobile.
On the other hand though, it looks like we may have to pony up a few hundred thousand Euro's to get a reasonable Crytek license so we might end up using Unity from the beginning. We expect to spend most of our time figuring our how to process individual song sound waves anyway, which will be engine independent, and then using that data to generate levels.
So far we've looked into a few different opensource softwares to do that and a Unity library. Looks like I might have to brush up on my partial differential equations as well. Who knew those things actually had a use.
I'm gonna mess around with those over spring break and report back with some actual engineering stuff hopefully. Catch yah on the other side.
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