Sometimes it’s interesting to know which tools was used for current game creation. I’m going to write up which tools we use to create our game.
To make game creation as fast as possible it’s very wise to use already existed game engine. As many indie studios worldwide we use Unity game engine.
We decided to use this engine for several reasons: it’s free, it has great community, it simplify cross-platform deployment and most of all: we have several years of experience with the Unity. So for code authoring we use integrated MonoDevelop IDE.
For 3D content authoring we use Blender. There are also several reasons for it. It’s free, it has a lot of free tutorials and we have experience with it. (Personally I prefer Blender to 3D Max and Maya – had a lot of experience with those tools too).
For easy tasks we use Paint.NET. But for complex tasks there is the only option – Photoshop. We use Creative Cloud option to minimize our spend for tools.
Next post will be about tools which we use for collaboration work.
Our current game in development is plane themed arcade multiplayer game.
Sounds complicated but actually it’s a very simple concept. The gameplay itself is inspired by old 2D planes games like Wings of Fury. But we intend to make this game mostly about multiplayer – so we a little bit inspired by modern multiplayer games about planes: Warthunder and World of Planes.
We are not going to create simulator like game. We want to provide short session gameplay with arcade-like experience.
For now we are working on detailed game design and monetization (we are going implement F2P model – but quite fair). Target platforms for the game are iOS and Android, but we also looking to PC – possibly Kongregate and Steam.
Take a look on screenshots from two-weeks-prototype to be more informed what I’m talking about.
We are a newborn gamedev indie studio. We are going to create games for wide range of platforms, but our current target platforms are PC and mobile.
And this blog will be about a log with our production process and our way to mass market.
We’ll try keep our readers informed about “behind the stage” process in development, our design ideas and how we are going to publish our games.
I hope this blog will be interesting not only for people from the same industry but wide range of readers.
None of us in the studio is english native speaker; so I beg all readers apologies in advance if some grammar errors will arise.
Thank you. Stay tuned.