Thank you! That would be lovely! Let me know if you want more information about how to set up the Twitch integration.
Thank you! That would be lovely! Let me know if you want more information about how to set up the Twitch integration.
Of course, it's already in the game. The button in the the left bottom corner of the character changes the gender.
Currently I have a debug button to turn the whole lighting system off, which I will remove at some point. But I also made it so you can toggle each individual light on and off.
I'm not yet sure if I'll make the employees toggle them or not, though.
I actually posted that comment on greenlight last year and a lot of things have changed since then, so right now I'd probably agree with you. Aside from greenlight being easier to pass these days (from what I can tell at least), the game itself is in a much better shape. Also last year I was working on the game alone, while now I have an experienced teammate helping me out.
Anyway, thanks for the encouragement! As it is, I still don't want to rush things and I suspect there isn't much benefit passing greenlight when any realistic release dates are still far off. Among other things greenlight is a good opportunity to get some eyeballs on the game and I'd hate to waste that chance with a subpar campaign :)
Hey! So easy to miss comments here, since I don't get a notification about it.
But yes, I'm using your module, which is great btw. I actually have some additional behavior tree classes I've been meaning to submit to you (RandomSelector and RandomSequence).
Sure, I'll try out a few other ideas out (rubber duckie being one), but either way it's not a very important feature for now.
Thanks for the support!
I was planning to go with the Sims approach at first, but after discussing it with some people, I figured that an unusual approach would be a bit funnier.
You never know, right? :)
I wouldn't mind of course, but that depends if I can pass Greenlight (or whatever replaces it in the future). I've not made a campaign for Greenlight yet though. I'll probably try sometime next year, since I don't think the game would pass at this stage yet.
Did they ever have their own ship? I always thought they just accompanied others :)
I totally know what that feels like, as I'm barely scraping by myself :) At this point I actually appreciate support more than money though. And rest assured, I plan to have plenty of opportunities to get the game for free (competitions, handouts and whatnot). I'd rather have more people play it than worry about lost sales. Just keep an eye out.
I don't have a certain date of release yet, but I will post any estimates here as soon as I'm able to. Another option too keep up with the game is to follow our twitter account ( Twitter.com ) or subscribe to the newsletter on Officemanagement101.com
Thanks, that's exactly the kind of look that I'm going for.
Thanks, that's encouraging to hear.
Thanks for the tips. Hoping to make much profits while being a newcomer in the industry would be naive. I'm just trying to make a fun game and learn in the process. I have played Game Dev Story and some other Kairosoft games and while there's certainly some similarities, I'm hoping Office Management 101 will be unique enough to stand on it's own. Time will tell if I'll succeed at that :)
Thanks again, I appreciate the compliments!
I was a big fan of Mine Bombers back in the days. Good luck with this!
Indeed, I was actually pretty surprised to find it available for registration :)
I haven't yet put much thought into it, but other similar styled PC games seem to range around 8-15€. I'll probably make the decision when I get closer to a full release and I'll try to find a price range that's affordable, but also fair for the work I've put into the game. Either way I currently plan to release alpha and beta versions for free, so people can decide beforehand if it's something they'd like to support or not.
I agree that the alignment shouldn't really make much of a difference.
My character movement is a bit confined as they move straight from tile to tile, so they're always in the center of the tiles x axis or y axis and there's no diagonal movement. Aside from the calculations, that makes pathfinding and animating a lot easier as well. Here's a gif showing that: Tulevik.eu
I think this was the article that helped my maths the most Ericlin2.tripod.com
I've seen some devs use several hacks to solve those problems. M.I.N.T for example Forums.tigsource.com
Thanks. If you get something going, I'd love to get your input on what you did differently or how it goes.
To be honest, I don't remember my reasoning other than finding out that it's how x-com seemed to do it. An example: Repo.openpandora.org
I sort of promised to do that on the development log on TigSource forums anyway ( Forums.tigsource.com ), so you can look forward to it :)
Thanks for the compliments. You're not the first to mention sectoids in relation to the game and what's even funnier, I actually received a fan-made mockup on that theme some time ago: Pbs.twimg.com
Thanks, I hope that I can deliver and I won't disappoint when the game is done.
tulevik.EU
joined
tulevik.EU consists of two brothers, Riho and Raimo Peterson, whose passion for retro games has led to the creation of an indie game development company. We've always been fans of pixelated graphics and most of our games will draw inspiration from the days of old, providing a nostalgic atmosphere for those who grew up playing NES, SNES and MS-DOS games. There's no strict role distribution within the team and we'll both be involved in all the aspects of game development, but Raimo has a strong background in writing and translation and Riho has years of experience in programming and composing music. tulevik.EU is based in Estonia, where the video games industry is still rather underdeveloped, but slowly gaining momentum.