I believe the plan is to have montly beta's similar to the phones.
At the very least we want monthly updates to add in the new table packs at the same time as android and ios.
I put up another build a few days ago for internal testing. I believe I got all the major functionality required working. Just need a good round of test on it before we release a beta to the outside world.
Since it doesn't effect gameplay it's not a high priority. Also to fix it would require an update of the resources for those tables (large download). And we prefer to only update resources when we have multiple fixes.
Also as Carl said it can cause performance issues on some older phones.
DLC Submissions were always free (no QA cause it doesn't involve code/executable). It isn't possible to update DLC on Xbox 360, or at least in any way I've been able to find. And I can't get a good answer from dev support on how to do it.
Crytek? Crysis 2 shipped as DX9 and added DX11 support later.
We built it for DX9 cause we had a DX9 engine written, and cause Xbox 360 uses DX9 so there is many similarities.
The people who stopped by and played it really enjoyed it. Some of them never played pinball before.
I'm not sure how much press we got (if any), but the reception was good from what I hear.
Most likely cause Primordia is published by Wadjet Eye Games, who has shipped other Steam games. Therefore they would have access to the Steam SDK before the game went on Greenlight.
This is the first game FarSight has put on Steam. And the first Steam game anyone at FarSight has worked on.
So far the plan is to release all tables that have been put out on mobile up to date at launch. You can buy the season 1 pass and get all the first year tables at a discounted rate. I'm not sure if Steam has an approval process for patches, so I imagine we'll be releasing new table packs at or...
While I agree that the PC could be one of our largest markets, the business side is unsure what the sales will be. They do know the sales of Mobile version do way better console and mac. So since it's an unknown it's a lesser priority than getting tables out every month. We also haven't...
I'm wasn't blocked by management decisions, I was blocked by information Valve gave me that seemed contradictory to how we wanted to do things. It seems they misunderstood us (terminology issue of In App Purchase vs DLC), and it's been clarified so now I can move ahead. So far they've been...
I've checked out how they do it, and I would think we would want it to be similar.
We would like to allow demoing tables. I'm not sure yet if we're just giving away Tales free, then each table pack is bought, or if it'll be a 4 table launch pack like we did on consoles. Those decisions are up...
The biggest part I need to get done is how the DLC works. Once I get past that (hopefully soon) it'll be much easier to finish up. DLC is tough cause every platform does it differently, so I have a few questions in with their dev support.
I'm a little older than 20's...thanks =)
We just got access to the Steam SDK a few weeks ago.
http://www.gamasutra.com/view/news/193406/Steamworks_SDK_now_available_to_all_developers.php
In the past the SDK wasn't available until you were greenlit/approved and unfortunately they changed this policy after we were greenlit. We've...
The reason we switched to packs instead of single tables was to reduce the workload for submissions. Letting the buyer buy any 2 tables they wanted as a pack would require us to make a pack for every single combination of tables. That would be 1000's of table pack combinations.
I'll talk to our Steve (emulation programmer) but we extract the high scores directly from the ROM memory the high score data. The value that returns to use is 9,999,999
When you go into a table, the high scores are copied from the save file into the emulator. Some tables if you hold down the flippers it'll show the status of different game aspects. Most tables will show the high scores. We do this method so the correct scores show in the high scores in the...
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