Forgotten Memories - A psychological survival horror

Discussion in 'Upcoming iOS Games' started by kugi_igi, Dec 10, 2009.

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  1. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    Couldn't agree more! :)
     
  2. ThreeCubes

    ThreeCubes Well-Known Member

    Oct 13, 2012
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    My mom said that staring at images like that will make you go blind.
     
  3. Johnny101

    Johnny101 Well-Known Member

    Jun 29, 2011
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    Tato, have you thought about Greenlighting your game on Steam. As you know, Steam is one of the biggest PC gaming sites. If your game is a great quality title ( like I think it will be) this game will have success on this platform.
     
  4. Rip73

    Rip73 Well-Known Member

    Nov 18, 2011
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    #3204 Rip73, Apr 11, 2013
    Last edited: Apr 11, 2013
    Could not more wholeheartedly agree and support this strategy.
    100% the correct way to go considering the options available.

    I was initially very concerned when there was a possibility of a strategy change based simply on a TA members "impression" who then stated they were probably not going to buy it anyway so that nullified their opinion anyway as they were no longer a member of the target audience anyway or a potential customer by that statement.

    The simple fact is that your current launch strategy (as I perceive it anyway) is simply the only way to go in order to maximise marketing potential and exposure on a large scale.

    The marketing benefits that Sony and Nintendo (and Apple afterwards) bring to the table far outweigh any other considerations. Substantially more than any forum member on any forum anywhere can bring.

    Absolutely the best and really the only decision to make.
    Stick with it.
    And absolutely best of luck with it.
     
  5. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    #3205 tatoforever, Apr 11, 2013
    Last edited: Apr 11, 2013
    Please check page 328 for more images.
     
  6. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    Yes, but not through greenlight. We've already discussed with Steam, we are planning a PC release Q4 2013/ Q1 2014.
     
  7. AlexsIpad

    AlexsIpad Well-Known Member

    Jun 23, 2012
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    Is the second one iOS? It looks fantastic, this is almost certain to be the best game of 2013
     
  8. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    Resolution isn't running natively (upscaled to get a better view) but it's the Vita/iOS renderer.
     
  9. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    Indeed, totally agree. :)
     
  10. Johnny101

    Johnny101 Well-Known Member

    Jun 29, 2011
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    Thanks for all the info, Tato. Great news about a PC release on Steam. I'm a regular steam user.

    Is this strictly a SP experience or do you have future plans to do a Co-op thing ? Idk, I can't see it as a multiplayer or Co-op experience. ( just like I can't see Amnesia as an mp experience) but you never know what plans you guys might come up with.
     
  11. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    [EDIT] Removed from the previous page, added here.
    Side by side rendering comparison (Wii U and Vita/iOS).
    Let me know what you think? [​IMG]
     

    Attached Files:

  12. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Well, the Wii U version has way better lighting effects, but what about the floor?
     
  13. ThreeCubes

    ThreeCubes Well-Known Member

    Oct 13, 2012
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    i guess the Vita does not support floor textures
     
  14. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    Single player story-driven only (at least the version coming this summer). But we have some stuffs we would like to try in the multiplayer department (no co-op) or vs, it's some kind of new multiplayer horror experience (i can't give any detail about this now as it's mostly on paper).
    First we will get care of the 3 launching platforms and then work out the rest of platforms and then see if that idea could be possible.
    But yeah, we have lot of new things we want to experiment in the horror department (along side the new ones you'll soon experience). :)
     
  15. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    The missing texture on the floor that's a little bug on our side. But for the Wii U version the floor was just a flat diffuse shader, we will add specular reflection on it.
     
  16. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    [​IMG]
     
  17. MasterChief3624

    MasterChief3624 Well-Known Member

    Oct 11, 2009
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    Over-exaggerate? I have no idea what gives you that impression! D:

    It was originally being made for iOS, then you brought up that it would eventually come to PC/Mac. That's wonderful. But it has always been iOS, at its core. If you look at all the posts in this thread, you will probably see one post asking about the PC version for every 50 posts asking about the iOS one. It's an iOS game at its core, people will treat it as such.

    You can deny that the prestige is a money-maker all you want, but all I'm hearing is that you want to make sure your game doesn't get buried in the App Store, hoping for an Editor's Choice emblem, which will lead to more money. I'm all for making money. But I appreciate when a developer is up-front about it.

    2-3 weeks more? Tato, you have delayed this game at least a dozen times... okay, let's be fair. You have delayed assets for the game at least a dozen times... stuff like video releases, picture releases, info releases. But I know for a fact you have delayed the actual release of the game at least 3 times, as well. You are asking if 2-3 weeks will hurt me, but for all I know, with your past history of talking up your game and then not delivering on promises in time, 2-3 weeks really could mean 6-7 months.

    You don't like my sarcasm? Hm... duly noted, but I was trying to add levity to my response, to try and prove that I wasn't a threat, and was merely frustrated, but I wanted to make you smile at the same time. I really suck at the internet, you don't have to tell me. I will try not to be so sarcastic in this response either, though. And no, I'm not being sarcastic when I say that.

    I understand your game is an artistic venture for you. You want the game to be perfect. You want to add as much into it as possible. You want to polish it up to perfection. You will delay it as long as possible before you make the perfect game. But the problem is that, the longer you delay the release, the more people will either hype it up and inevitably be disappointed, or be like me and just not care at all anymore. No matter what you say, Forgotten Memories is not going to be the iOS equivalent to BioShock: Infinite. It will not be a perfect masterpiece and marriage of metaphors, similes, stories, emotion, etc. etc. It will be a game, that some people enjoy, some people love, some people despise. You will not please everyone, and if you don't believe anything I say, at least recognize that possibility. You will NOT please everyone.

    Perhaps you are just working so hard on the game so you please yourself? If that's the case, I can only see that the game will never be finished. It's like making a movie. You make a movie, you edit it, and then sometimes you realize, "Damn it... I should have added that in." Proceed to do reshoots, edit it again, "Damn! That doesn't look right... let's add another shot."

    That process will continue. Don't make the game to your liking. If you had proven to be a worthwhile developer that can be trusted with release dates for information and stuff, I would not give this advice. But to me you seem like a perfectionist, like someone that will work as hard as they can to make the perfect game, to prove that they're an amazing developer. The problem with that mindset is that the game will never be finished for you. You will always feel that more could be made possible. I sure hope this realization hits you soon, though.

    Again, if you were a worthwhile developer that had loads of credentials to back your skill up, I would say, go for it. Make the perfect game. I'm sure you'll get there eventually. Or at the very least, you'll realize in a couple weeks that that venture is fruitless and you should just release the game as-is. But since you are, as we see it, still on the more amateur side of the spectrum (no offense), I have to stress that you will not make the perfect game. Release it. Just release it. We are coming up on 4 years, tato. If you were making the next Final Fantasy game, I would understand. But you're not. You're making a 10 hour survival-horror game on the iPhone. Even in the world of game development, this development cycle is in the realm of the ridiculous.

    The more you work on the game, the more you'll desensitize yourself to the product. This will lead to you overemphasizing certain assets, or adding more stuff that will surprise -you-. But you have to remember you are not making this game strictly for you. You are making this game for an audience. An audience of people that will be surprised and shocked by everything in the game. They haven't been looking at a computer screen for the game for 4 years. Everything they see will be brand new to them, and that should be all that you need. That's what I'm trying to say, regarding making the game for the people and not you.

    Maybe this example would be good:

    You shoot and edit a 20 minute movie. Boom. Well you edit it for 4 years. You close your eyes and can practically replay every single clip in your head. There is no surprise here for you. But then you finally show it to an audience, and everyone is wowed. It's a masterpiece. But you don't feel it is, because you have become so desensitized by looking at the same images for 4 years, that it is mediocre to you. Same thing with a magician. You work for 4 years, perfecting the most amazing magic trick in the world. Of course, you know the secrets, and it is no surprise to you. You don't give a damn about the trick. But then your partner pushes you to perform the trick in front of the audience... and they are all flabbergasted at this trick. They have no idea how you did it, and they are in awe over how it happened. Of course you already know the secret, but the audience being so wowed will fuel you into thinking, "Damn, that trick was brilliant."

    Do you understand what I'm trying to say?

    Perfectionism is a blessing and a curse. You might not be a perfectionist, but I can feel that that's the real reason Forgotten Memories has taken so long. You want it to be perfect. You want the money to go to the perfect game. You want it to be on the latest hardware, so you can wow the world for even a single day. But the world is constantly changing, and the technological world especially is an erratic climate. No matter what hardware you put it on, it will be obsolete (in your eyes) in a matter of weeks. Your game will make the rounds on Touch Arcade and the App Store, and maybe even IGN if you're really lucky, for a couple weeks. People will talk about it and be like, "Damn! This game is awesome!"

    But as soon as a couple weeks passes, these websites will move on to the next big thing, and people will talk about -that- for a while. It's the circle of life, really.

    Your game will succeed, but I don't think any amount of success will please you.
     
  18. tatoforever

    tatoforever Well-Known Member

    May 4, 2009
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    @MasterChief3624,
    I've read your lengthy post and bare with me I respect your POV (but that's yours mind you).
    We are not trying to make the next big hit in gaming history, our niche are purely survival horror adventure fans. This is mostly a storydriven game with emphasis on old-school horror phases adapted with modern gameplay mechanics. We don't want to create the next CoD, or Bioshock Infinite or Halo (far from there) and even if we would, we don't have the manpower and budget to do it. Also, comparing Forgotten Memories with a AAA title is ridiculous, don't you think? We just want to make sure, what ever content you get on your hands, you'll be pleased with.
    Regards,

    PS: Don't worry, we don't want to please anyone but chances are that everyone could love our game.
     
  19. qmishery

    qmishery Active Member

    Dec 24, 2012
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    The thing, that FM is kinda AAA on iOS platform.
    FM as "temporary exclusive" should be "oh my god oh my god iOS DOES have TEH GAMEZ!!!!"
     
  20. JBRUU

    JBRUU Well-Known Member

    May 9, 2012
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    This thread is getting painful to read. Tato already came to a decision, #dealwithit instead of creating these 1200 word posts to discourage him or whatever you think they'll accomplish. Can't we just talk about the game instead of bitching about every little thing?

    Or is that too difficult...I'm guessing it is.
     

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