Hi, It was 4 people full-time with a few popping on when needed. We're pretty good at keeping is small and focused. pepsi..
Red's Kingdom, development overview. Hi, If anyone is interested in how we developed Reds Kingdom? We were thinking of posting some early visuals so you can see how the game progressed and developed from very early prototype to a locked down visual style and game. pepsi..
Oh wow, it looks like 30 people worked on it, wonder what those big teams are doing because this looks like a big team game, well with talent you can come a long way, congrats on making one of my all time faves on IOS, hope this will be a long running series.
Yes of course we are interested ! We are waiting to see. Wow !! Only four persons !?!?!? Only ??? Seriously? How many years ??
The game took just over a year to make. I was actually supposed to be released last October but we had an external partner delay!!! so we pushed the game to January. The extra few months on the game let us add a little more love, care and polish and also let us release on Apple TV and Mac App Store at the same time. I'll post where the original idea came from and how we developed it which is pretty interesting. pepsi..
Red's Hi, Red's Kingdom initially started life as an idea drawn on a whiteboard. The idea was initially using an isometric perspective to create some nice puzzles that would work well with a touch and swipe mechanic. Heres some of the initial concept work to show the isometric view, pepsi..
Nice stuff. I like these. It's like behind the scenes in movies. But then again, you have done a tremendous work for just in this short time. Well done !!
Just finished the game with 96% completion, 8 and a half hours playtime, 1241 nuts and 17.127 moves. Great game, hoping for sequels if sales are good.
Where's the Prof. Hi, Use your map and try to work your way towards....Albakerk, you may find someone in that area that will help pepsi..
Ah, yes. I figured out where to go. The spot was marked on the map, but maybe wasn't new Spoiler the big door that stood out from the rest... Thanks
So after the isometric look that we created for prototype purpose we went in a different direction. Not that the neon looked bad, it just didn't have that "OMG I want to play that" vibe about it so we went for a more dungeon and adventure look, and here's where the first drafts of that took us, Next we will look at how we added atmosphere. pepsi..
Was that a wizard as your initial character placeholder? Pretty cool looking! Maybe that could be a future IAP akthkugh I personally hate IAPs extra character or customers to unlock...