And its level of difficulty makes for an agreeable challenge that requires players to develop non-trivial strategies for longterm success, as all strategy titles should. ![]() Its level of aesthetic polish stands out as exceptional, putting it alongside the work of other artistically gifted small development teams like Supergiant Games, Nitrome, and Team Cherry. It has a balanced mix of depth and breadth in its D&D-style strategy mechanics, making for a satisfying experience when formulating and executing plans. The actual budget for the game was higher than 300k – we each lived on our own financial runways (savings, rrsps, etc) during development, and we took a 75k loan early in the project to help out.Despite all of its thematic darkness and mechanical brutality, Red Hook’s Darkest Dungeon can be quite a joy to play. So, we emailed everyone on our list, every press contact we could find, our family & friends, ex-coworkers – no stone was left unturned! We wanted to fund quickly, since oftentimes that can generate buzz. We worked hard to refine our pitch, to ensure that it was easy to articulate, and quick to communicate our vision for the game. The campaign prep was about 5-7 weeks prior to the launch, and took a full time effort from both Tyler and myself. We announced the game before coming to Kickstarter, and used the intervening time to collect email addresses and build a mailing list of our very earliest fans. We have a few exporters and other custom tool we’ve written, but nothing groundbreaking. At the time we started, Unity had not yet released it’s 2d toolkit, and we felt that since the game was not particularly technically demanding, we could get by with a dune buggy instead of a Range Rover. We use a custom C++ engine built just for the game.
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