Most licensed indies actually get their dev units for free nowadays, from both Microsoft and Sony.
Most licensed indies actually get their dev units for free nowadays, from both Microsoft and Sony.
We've definitely been sending Microsoft and Sony feedback on our willingness to have Early Access on consoles, under the condition that it'd require an update schedule, no sales during Early Access and only from the point where the game is 'mostly stable' - not a paid beta test. We think that'd keep things fair and…
That's not actually an answer to what I'm saying, though. What I'm saying is "having to learn English is a disadvantage a large part of the world has, and a barrier some people in developing countries might not be able to break through".
A vision is not quite what you need to make games, and unless you have pockets lined with cash you won't find a skilled team that's willing to follow "just a vision".
This is why it'll be hard for a non-embedded reality TV producer to work with indies: if you feel the misrepresentation clause is the least problematic, guess once what clause was the biggest problem for the developers?
That's wonderful, but it's not something an independent developer will put up with. If corporations want to deal with indies, they'll have to understand that that type of archaic contract does not work in todays world (or you can try and it'll cost you half a million, apparently).
A lot of indie developers can't really afford a lawyer for every drop of the hat, you know, and most lawyers don't actually offer competitive or useful rates for independent developers that are up and coming.
We were pretty aware of what the Maker folks were up to, and regardless of whether that's standard legalese or not doesn't matter to us. We have our values, and no matter how common another set of values is in another industry, we stand by them.
We're quite aware of what games we make. None of our games are aggressive, and violence is usually a function to achieve larger goals. In LUFTRAUSERS, the aggression is the goal. That's weird.
Basically, Brandon Boyer is behind the scenes in so many things. He is the chairman of the Independent Games Festival, the creator of BoingBoing's Offworld and of Venus Patrol. He's co-organizer of Fantastic Arcade and JUEGOS RANCHEROS meetups.
Five of them became commercial titles, eight of them won one or multiple awards. Some of them were created specifically for events. Personally I think two of them weren't that great - but I'm still really proud of all of them. Our shortest game took two days to make, the biggest one more than two years.
Definitely not.
That'd be http://itch.io/.
Oh wow, I really need to update that page. I didn't even know you could still access that.
Rydrum, there are no golden rules to game development. Customizable controls in GIRP, for example, are completely impossible. In QWOP, it would ruin the point. Many of the things in this list I disagree with (and many I do agree with), but in the end even customizable controls are not really a golden standard.
We're still working on getting that released - keep track of our Twitter or Facebook and we hope to have news soon!
How is it more acceptable to you that the internet is full of 'fucking assholes' than that it is for me to write a two-page article explaining a good way of communication between developers and gamers?
That's me. The monkey mask, Willem, is my fellow Vlambeer. We helped a bit with getting Hotline Miami released and that was our thanks :). If you bought Octodad today, there's a little Vlambeer cameo in there too. We tend to be very active in the developers community, and we try to help out whereever we can. It's a…
If somebody straight out wants a refund, that's totally fine. It's when people use methods that are normally reserved for actually terrible scams to threaten developers of games that simply didn't fit their expectations that it becomes troublesome and contraproductive.
LUFTRAUSERS and Nuclear Throne are definitely going to be on Steam, and thanks so much for the kind words!