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iCauldron3D OPEN SOURCE GAME ENGINE OpenGL/OpenGLES based engine in C in development for multiple platforms starting with iPhone/iPad and MacOSX
![]() iKrabbit - BREAKING OUT THE STORY AND MOVING FORWARD To showcase our own 3D Game Engine we are using the years of previously developed content and game mechanics to build an iPhone game. iKrabbit is an epic single player adventure RPG iPhone game featuring the 8 Realms and all the characters and story not yet released in previous Krabbit games. Over the years of developing the Krabbit IP a passionate and dramatic story was written during our 'business meetings by walking around the block' (virtually our only time afk other than eating, sleeping or watching movies). Bits of the story have been released in our videos, demos and ingame Tomes, but only now with 'breaking out the story' in iKrabbit will the true depth be revealed. And that is my task which is well underway. MINI KRABBIT GAMES FOR iPhone/iPad Since iKrabbit will take some time to complete we'd like to release free or budget priced mini iPhone/iPad games along the way. They will feature content and gameplay already developed and broken out from the previous more complex Krabbit games and from iKrabbit itself. Compare this list to what's previously been achieved. So much is already done! 1) iKandi – cute female Krabbit starring in a simple Krabbit dress-up game featuring our own colour engine 2) Krabbit Sez – simple musical puzzle game featuring the colourful Ka–Ra SpellForge 3) ayeKrabbit – aerial pirate combat game featuring the Aquavian and floating island Karrellica 4) iShadow – survival horror Krabbit Game to scare your pants off, featuring the Old Academy 5) Krabbit Racer – simple Krabbit racing game featuring the Ferret Head Mountain Racetrack, Turbo's Hoverboard and OGRE's Jetbike. CONCLUSION Is it the current economic climate that has effected our change? Yes and No. We have our own particular roadblocks in the way of financial independence and success in video game development for the PC. • Neither of us is interested in the business side (we're a programmer and an artist) • We lost enough time looking for funding in the early years • We do not meet the requirements for Telefilm or the Canada Media Fund • As self-taught devs we lack the experience and connections • We have no marketing budget to make us visible on the bigger distribution channels • Our IP is misunderstood by some channels who view our game as a kid's game • Our project is too ambitious for indie love for that special visibility boost • Our project needs more polish and content to appeal to the more discriminating gamer • Our gameplay is hardcore and much too complex for the casual gamer • The search for a good supporting technology failed resulting in compromise SOLUTION Our solution is to deploy to a platform that does not present a moving target and to build our own technology. With PC dev one has to allow for multiple configurations, various operating systems and versions, graphics cards etc. The iPhone and iPad have far less complications to deal with. We have a ton of content to reuse and our own new engine. The playing field for visibility on the App Store is more equal for all. We may have a chance in this new direction to compete in hobby mode! |

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