Big news, longer post over on pistolshrimpgames.com .
TL;DR:
Paul Reiche and Ken Ford have done their part (writing the story / making the development tools), and are leaving the project.
While I am sad for this, I can understand the motives behind it.
Paul has written the story, and characters. And it's now up to the artists and coders to fill that with life.
Which in modern gaming industry is far beyond what the story writers usually do.
Ken has written the tools necessary to go into production, and is now off to pension.
I also wish to thank these two for their contribution, and especially Paul, and I bet the game will carry his signature all around anyway.
(My opinion: since Ken is Fred's brother, he'll not be out of the world, and Paul? Well, "these characters have been living in his head for thirty years". I bet, he'll pick up the phone if anyone would like to hear his take on one or the other option.)
ZOMG REAL SC3
Moderator: ZFP Peacekeepers
Re: ZOMG REAL SC3
It's unfortunate that they are now so old, that they are retiring.
Re: ZOMG REAL SC3
https://pistolshrimpgames.com/2023/09/n ... for-godot/
the development moved over to the "engine" Godot.
Instead of fully developing their own, they will use the OpenSource Godot engine, and modify that to their needs (if needed).
I wonder whether Paul and Ken moved on because the budget is tighter than expected?
I wanted to link some concept art the blog also contains, but there's no spoiler tag working here, so I'll just point to the end of the blog post for that.
the development moved over to the "engine" Godot.
Instead of fully developing their own, they will use the OpenSource Godot engine, and modify that to their needs (if needed).
Sounds good and promising. Not too much effort lost. And saving effort at other places also sounds good.https://pistolshrimpgames.com/2023/09/no-longer-waiting-for-godot/ wrote: After a week of building some proof-of-concepts, both Fred and I weren’t turned off. We might have too much experience to ever be really sold on anything, but we hadn’t found anything to terrify us, and we liked what we were able to do.
Within another week, our proof-of-concept quickly stopped being a proof-of-concept and became the answer. We had almost all of UQM2 running within Godot! Within less than a month, we had all of UQM2 functioning, as well as features we had planned but had not been able to do.
[...]
What Did it Cost?
The short answer is: about a month. The longer answer is more nuanced.
I wonder whether Paul and Ken moved on because the budget is tighter than expected?
I wanted to link some concept art the blog also contains, but there's no spoiler tag working here, so I'll just point to the end of the blog post for that.
Re: ZOMG REAL SC3
Heh. Good thing they didn't go for Unity.
To be angry is to punish yourself for the errors of others.
Re: ZOMG REAL SC3
They gave a bit more info on their transition in an interview for gamesindustry.biz:
https://www.gamesindustry.biz/pistol-sh ... t-you-make
They had already lost their developments once, and out of this experience they definitely want to "own what they create". And OpenSource Godot makes that more possible than Unity.
https://www.gamesindustry.biz/pistol-sh ... t-you-make
They had already lost their developments once, and out of this experience they definitely want to "own what they create". And OpenSource Godot makes that more possible than Unity.
Re: ZOMG REAL SC3
https://pistolshrimpgames.com/2023/10/d ... t-to-life/
some graphics of the "new" Chmmr ship which will be used in "Children of Infinity".
some graphics of the "new" Chmmr ship which will be used in "Children of Infinity".