Careful with titling it like that, though. Pilot implies it is only a test. If it fails, the main product will not go through to the public. I'm sure that's not your intention, but I would be careful with that wording.
It is a real pilot episode, our presentation of the whole universe, what people should expect on the final game. Is not a demo, it's a fully featured 2hours game with all features from the final version of the game and we are pretty confident it will succeed. If it fails then it means that the rest of the game will also fail and doesn't worth a dime right? ^^ If that's the case well (thus we are pretty confident it won't), we got a tech (our F.O.G Engine) which is pretty portable/independent and lot of reusable/finished assets which would help us workout other projects quickly. But I'm pretty confident FM will hook peoples out. We've already shown the game to lot of well established publishers and lots of people (from pure survival horror fans to the very casual non-gamer users), they all loved what they saw which is a pretty good sign.
Starting from iPhone4 up to the latest iOS devices (so yes, your iPod5 is also covered). Game visuals scales automatically based on user device. PS: Still, you can melt-down your device by tweaking graphical options yourself.
I know it's not a demo. But calling it a pilot does bring the connotation that you will scrap the big kahuna if the "pilot" fails.
1 - We think and we are pretty sure it won't fail. Otherwise we won't spend such amount of time on it right? ^^ 2 - It is not exactly a prologue nor a Pilot (it probably sit betwen those two), nor we won't scrap the final version of the game if it doesn't pick up (even if it doesn't make sense anymore) but it'll give us more metrics. The reason this "special" episode exist is to present the universe and prepare people for what's coming in the final version of the game. Hope it's a bit clear now. Cheers,
This thread has been going ages. I've got my fingers crossed that perhaps just maybe this year we will see a release?!
forgot about ipod touch 4G,that is prahistoric device...peope will start to asking is this work on iphone 2G?
The iPod 4 actually has 256mb of memory, half that of the iPhone 4. If Tato's having difficulties with 512mb of RAM, I'd imagine you're out of luck with 256.
Another thing to remember is that even though the iPod Touch has 256 megs of total RAM, it is only capable of utilizing about 70-80 megs (and even that's pushing it) with an active app before crashing... its definitely tough these days hitting that mark with a full 3d game >_<
To be honest we wasted a lot of time making Indigo Lake compatible with the iPod 4g, although it works fine with our 3 test devices it seems that some devices that have been used a lot in the real world for a while use even more ram than predicted. any app using more than 95 meg starts to show low memory errors.
Wow that's crazy. I didn't realize how tough it is to do all this work. I'm actually in the process of trying indigo lake myself right now. I have the new iPod touch so I should be fine. I guess this is another issue Tato may be having with Forgotten Memories. Do you consider this memory issue to be the hardest part of mobile game development?