AI War 2 for apple instal1/19/2024 I still had a lot of anxiety about all of our eggs being in one basket, but at least at this point we’d demonstrated that we could work with publishers, that we could support multiple platforms, and that we could even support multiple languages. Light of the Spire was another big hit, commercially and critically, and we released the first collected edition of the game: AI War Alien Edition. A German and a Russian translation were released in 2011 along with physical releases in both of those regions, thanks to publishing partner deals introduced by our lawyer, Patrick Sweeney. Part of the refactoring that we were doing also went to supporting multiple factions beyond just humans and the AI, and also making the game translation-capable. We had started the porting job in 2010, along with work on our second major expansion for the game, Light of the Spire. For them, anything after that wasn’t “real AI War” anymore, because we had changed so much. Even so, there were purists who swore they would never leave the old engine and version 3.x of the game. Keith and I had to trim the unit counts a bit, and rework a lot of the simulation to get anything close to the performance we had seen in my engine, but overall the improvements were positive. NET, and that was a problem that wouldn’t really be rectified until 2017. Their version of Mono back then was abysmal compared to brand-name. The porting job was hard, and slow, and exposed a lot of things that that Unity 3D really did poorly at the time. Tidalis ran great, and people were clamoring for mac support from AI War. Side-along to that discovery was the fact that their actual raw graphics pipeline was pretty slick, though. What quickly became apparent was that Unity’s standard way of doing things was terrible for performance in the sort of games we wanted to make. Keith helped out a fair bit with that, but there was a lot of trial and error and testing for both of us. Tidalis was our first game to port that engine - in a small capacity - over to the Unity 3D engine. It’s still running on my custom engine that I coded for it, though, and that thing - though very fast - is creaky and hard to install and only works on windows. November of 2010 saw a ton of new reviews for the game, and the game is riding high. Looks like I’m starting to be a not-completely-trivial player in the indie gaming market.ĪI War is currently on version 3.x, and people just love that thing. I’m not rich, but I’m also clearly not about to be broke, either. Tidalis flopped last year, and there was a big stink about finances in the autumn, but holiday season 2010 was a major earner. Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3D.Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen.Part 2: 2011-2012, A Valley Without Wind, etc.Skyward Collapse: Nihon no Mura (Expansion 1).The Last Federation: The Lost Technologies (Expansion 2).The Last Federation: Betrayed Hope (Expansion 1).AI War: Destroyer Of Worlds (Expansion 6).AI War: Vengeance of the Machine (Expansion 5).AI War: Light of the Spire (Expansion 3).AI War: Children of Neinzul (Expansion 2).AI War: The Zenith Remnant (Expansion 1).Indie game development studio since 2009.
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