flap wrote:Do you know what awaits QCFdesign post Desktop Dungeons ?
Would it be even more DD (add ons, and other weird stuff), or do you have some unexpected but still juicy projects in your basket ?
flap wrote:Question 2 :
What part / character / objects of DD are you particularly proud of ?
Darvin wrote:Q3) some of the classes went through a variety of iterations before they settled on their final form. Were there any particularly funny or memorable designs that were tested internally but never revealed to the public?
nopaint wrote:As someone who really loves videogames I really would like to know about the following aspects, for and indie developer:
- how much did you invest in DD? Not talking so much about money, but what did you study to be a developer, how you began to think yourself as a developer and how much time and effort did it require to make DD a full fledged product?
- are you happy with the sales figure of the game? how is marketing viewed by a indie developer and how do you make your game known to the public?
- the art is absolutly gorgeous. How did you guys get to know the artist, what do you asked him to do, how much supervision was needed to make DD as you envisioned.
Uff, I think that's all
TheSchachter wrote:Here's a question: While observing people play the game and discuss it on the forums, has anything ever happened that really surprised or impressed you? Like strategy being discovered, an God being pushed to unexpected limits, etc.?
Also, if you had to go back and rebuild the game from the ground up, is there anything you'd change or do differently? (yeah, that's a boring question, but I'm curious )
flap wrote:Another crucial one : what do indie game developpers have with goats ? (see positech.co.uk, Galcon, DD,...)
Nurator wrote:Another one: How did you do the algorithmics for the random dungeons? This seems incredibly hard to create infinite random dungeons, that make all sense.
Nandrew wrote:Darvin wrote:Q3) some of the classes went through a variety of iterations before they settled on their final form. Were there any particularly funny or memorable designs that were tested internally but never revealed to the public?
None memorable. All need to burn. Buuuuuuurn.
Most of the rejected designs would be variants on what we gave to the public rather than new systems outright. If something didn't work, we'd sometimes just massage it into something better, test it a bit and check that it was good to go. The idea being that we were going to revise anyway, but could probably share our efforts with the community in the meantime (cue many frustrated Beta players dealing with interim feature implementations, when we saw fit to let those loose).
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