years ago right after playing psychonauts thomas "hessi" hess and i decided that we have to make a 3d jump and run game because we love the genre and hardly any of them were being made anymore !
hessi wanted to make a game about pirates just like monkey island while i insisted that i dont want to be bound by any rules of reality so id much rather make a sci fi themed game where anything goes quickly we realized these elements dont have to be mutually exclusive.
planning and concepting started but didnt really go anywhere because we didnt have and engine or tools we didnt want to make this as a mod because we wanted to own it if i remember correctly.
years went by with no real progress until my co worker michael "zacker" schmidt at io-interactive pointed me to a danish developed game engine named unity which was supposedly super easy to use and cheap that he had used for a while and found to be most exellent ... only catch was it was a mac exclusive development tool.
so more time passed with me just buildings random models and painting random textures without any real sense of purpose evaluating one obscure cheap 3d engine after the other. until one day unity announced they were porting their editor to windows. the day came and i was immediately in love
here is the 3d game engine i always wished for piratically 100% freedom on how to structure/partition your scenes and artists/designers could do a lot of really powerful stuff without the help of any programmers i felt empowered like never before(thomas hess had lost all interest in the project at this point so i was pretty much on my own now ). after my time at io came to an end i was joined in my game dev efforts by
a couple of other "mapcorians" skjalg sturlasson maehre as a programmer ( of pirates vikings and knights 2 fame) and friedrich bode a level-designer who worked at crytek and nintendo and wanted to head into more of a producer/manager/business direction which seamed like a perfect fit because that was exactly what i was not interested in doing at all !
the plan was to release the game as a prototype to the masses for free to gauge publics interest in the game (after all there might be a reason why no more 3d jump and run games get made ... maybe people just dont like them anymore).
now the real work began sometimes i worked 22 hours a day and even changed to a poly-phasic sleep cycle of 6x20 minutes of sleep instead of 1x8 hours a day.
several blood and sweat filled month later during which i honed almost all game-development disciplines there are except for music composition and programming (although i was heavily involved in the debugging of the code) we got some much needed reinforcement by michale schmidt who originally hooked us on unity with his help we crunched until the prototype was finally done and released to the public on october 6th 2010.
included in the free prototype was as a link to a survey where we quizzed people about what they liked/disliked in the game and how much they would spend on the full version and most importantly if the think we should make this game or not ! the feedback to the prototype was overwhelmingly positive (totally beyond expectations) and all the criticism and suggestions about the core gameplay and direction was detailed,constructive,helpful and friendly... it was just one of those rare moments where the internet showed itself from the best side ! just today as i am writing this we received the 1000th submitted survey and a whopping 98% of the people think we should definitely make this game ! this story is far from over so stay tuned !
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