2015 was a weird year. Somewhere in that year is a typical tale of an indie game studio underestimating project timelines and changing directions based on surprises and things they learned.
But I want to talk about budgets.
...Written by Business, Retrospective.
on in2015 was a weird year. Somewhere in that year is a typical tale of an indie game studio underestimating project timelines and changing directions based on surprises and things they learned.
But I want to talk about budgets.
...Written by Business, Development.
on inIn the third quarter of this year, we committed ourselves to diversifying Future Proof's income. Our only real source of income right now is sales of Ossuary, and while Exploit: Zero Day is trucking towards having salable plot, development on that has barely begun.
We had another idea, though: in the process of prototyping the Car Game, we started developing a simple scene loading tool in Unity. (Think of the sort of code that loads upcoming areas in an open-world game as you approach the edge of the current one.) This would let us dip a toe into dev tools (an altogether different market than game sales) and wouldn't have required much in the way of PR work: its discoverability would primarily be managed within the Unity asset store.
"All it needs," we said, "is a little bit of polish and some error checking. A couple weeks of work at most."
Famous last words from developers.
...Written by Development, News.
on inWith Exploit: Zero Day in closed alpha, we’re hard at work on two other projects, LORE and an untitled game about a car’s adventures.
You play an adorable car that gains sentience and finds itself wanting to do things its owner does… like see a movie at a theater. It ...