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Re: For those waiting on an ipad version...

Posted: Wed Nov 28, 2012 10:39 pm
by Soorg
Isaac it's like you are dragging in two opposite directions, relative game prices low down means that if you sold the same number of units your project needs cost less. It's all relativity so it's not only the relative game price that need be considered but also the number of games sold.

The market expectation can't be avoided so it's pointless to try argue without to take this into consideration.

It's possible that there's more frameworks to help make games, but the 3D is a huge burden, it's not only that 3D itself and mking models instead of simple sprites cost a lot more, it's also that expected 3D requires a lot more details so quite more work.

The comparison between PC and IOS games means few, it's totally different games and you can't compare. So really the argument is quite out of subject. A better argument would be small teams making indie games with few of those games that sold a lot.

You can't compare sell prices of two games like LoG and EoB without to know much each cost, and how many units each sold.

For me it's quite clear highest production games of first half of 90's and highest production games of first half of 2010's just can't be compared, because those modern games cost a lot more. Sure they sell a lot more and most of the cost if coming from market expectation, detailed 3D, vocal acting, not really more contents but same contents cost a lot more because of the 3D requirement.

Re: For those waiting on an ipad version...

Posted: Thu Nov 29, 2012 1:08 am
by Isaac
Soorg wrote:Isaac it's like you are dragging in two opposite directions, relative game prices low down means that if you sold the same number of units your project needs cost less. It's all relativity so it's not only the relative game price that need be considered but also the number of games sold.
The mention of price was just a point of trivia, not part of my overall point. ;)

* However... It's true that games also cost more today because the money is worth less. :(
The market expectation can't be avoided so it's pointless to try argue without to take this into consideration.
True (but also annoying). The market looks at games the same way they look at electrical wiring in the home; they have no clue how it works, it's just there and they expect it. To most there is no difference between a simple light switch for a room, and a three-way set of switches that control the room.

Bethesda software gets hammered for it's PS3 games, because they are seen as (and likely are) buggy as all hell; but... the PS3 has technical [memory] reasons that greatly contribute to the problems and it's not something they can fix; it's the platform design. But people don't care; it's just like the light switches.
It's possible that there's more frameworks to help make games, but the 3D is a huge burden, it's not only that 3D itself and mking models instead of simple sprites cost a lot more, it's also that expected 3D requires a lot more details so quite more work.
Fallout was done using 3d models made in Lightwave; it's sad, but I have to clarify that I do mean Fallout (the first one ~not Fallout 3).

As someone who has done both animated sprites and animated 3D models, I can attest that doing animated sprites using 3D models is a heck of a lot easier than doing them by hand [frame by frame]; time wise you'll spend far less time having used 3D... and we know that time is money.
The comparison between PC and IOS games means few, it's totally different games and you can't compare. So really the argument is quite out of subject. A better argument would be small teams making indie games with few of those games that sold a lot.
Of course you can compare it it's code; it's also profitable... that game probably cost him only a 1000 or so (if that), but made at least 600,000. That's the same as spending 1 million and making 600 million. It doesn't matter the tech, what matters is the appeal; (how the tech is used).
You can't compare sell prices of two games like LoG and EoB without to know much each cost, and how many units each sold.

For me it's quite clear highest production games of first half of 90's and highest production games of first half of 2010's just can't be compared, because those modern games cost a lot more. Sure they sell a lot more and most of the cost if coming from market expectation, detailed 3D, vocal acting, not really more contents but same contents cost a lot more because of the 3D requirement.
Yeah... Lands of Lore was the same style game as Grimrock, but did not use DirectX, and was not only fully voiced, but employed Patrick Stewart as a voice artist.
*It's notable that they did this before 'Toy Story' was released, so the rates were much cheaper, but still, it's a moot point IMO.
I would assume that it cost more to make than LoG.

Re: For those waiting on an ipad version...

Posted: Fri Nov 30, 2012 10:09 pm
by JohnWordsworth
I could well be imaging it, but this looks surprisingly like an iPad with a stock Apple magnetic cover running Legend of Grimrock (unless it's just a screenshot meant to tease us poor iPad owners!). I can't imagine that's an accident...
SpoilerShow
Image

Re: For those waiting on an ipad version...

Posted: Sat Dec 01, 2012 1:22 am
by Isaac
The IPAD UI graphics were in the original game's resources (released back in April).
I always assumed that an Ipad release was certainly intended; even before the PC version was available to see how it would fare in the market.

If anyone wants to see the Ipad GUI texture...
Go into the editor and start a new project. Set the wall-set to Prison, and define this in the material.lua:

Code: Select all

defineMaterial{
	name = "prison_floor",
	diffuseMap = "assets/textures/gui/gui_ipad.tga",
	doubleSided = false,
	lighting = false,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 15,
	depthBias = 0,
}
Preview the room.

Re: For those waiting on an ipad version...

Posted: Sat Feb 02, 2013 2:27 pm
by Prometheus
I was waiting this game since announcement for the Ipad but it never cme out and now I read that the developers are focusing on another game , is the Ipad version so not coming anymore?

Re: For those waiting on an ipad version...

Posted: Sun Feb 03, 2013 4:17 pm
by Prometheus
No info?

Re: For those waiting on an ipad version...

Posted: Tue Feb 12, 2013 9:52 pm
by Sol_HSA
Prometheus wrote:No info?
They'll announce stuff when they have stuff to announce. =)

Re: For those waiting on an ipad version...

Posted: Fri Apr 12, 2013 7:33 pm
by Prometheus
I'ts not about an announcement , it's about if or not it will ever arrive a IPAD version , I do nopt see how much difficoult would it be to tell us that?

Re: For those waiting on an ipad version...

Posted: Fri Apr 12, 2013 9:31 pm
by Sol_HSA
Prometheus wrote:I'ts not about an announcement , it's about if or not it will ever arrive a IPAD version , I do nopt see how much difficoult would it be to tell us that?
I'm pretty sure they'd say it outright if the answer was "never". It's not like they're opposed to ipad, or money; it's more of a resourcing issue. Finding time, recruiting the right person, outsourcing to correct people, etc. It's their baby, so it makes sense they're being careful.

Re: For those waiting on an ipad version...

Posted: Fri Apr 12, 2013 11:18 pm
by Prometheus
On several sites it says is an ipad game , on several occasions it was first showcased as an ipad game , then it turned into a pc one ...

It's just a matter of understanding because I didn't buy it couse I wanted on the Ipad ... now it passed quite a lot of time and no info was released , instead seems they turned to LoG2 ...

It is just a matter of honesty to say , no it will never arrive on Ipad , or yes we are working on it , be patient ...