Monthly Archives: November 2012
In case you missed it, Flat Earth and Epiphany co-wrote an in-depth article detailing our story – how we got here, how we ended up working in the same office, everything.
Be sure to stop in and give it a look see.
It’s over on GamaSutra’s new sister site GameCareerGuide, and speaks at length about the many advantages of working with other developers, both when you’re first starting up and when you’re already established.
The very first previews are up, the game is currently on Steam Greenlight (be sure to give it a push), and in just one little hour, Morgan Lean and Sam Jensen (Director and Lead Designer of Frozen Hearth respectively) will be on GameSpotAU LIVE via Twitch TV showcasing the game and demonstrating it in action to the crew at GameSpot.
Check out the below press on it – the game’s coming THIS MONTH – then tune in at 2pm to GameSpot AU to hear straight from the horse’s mouth what the game is all about:
“I was quietly impressed not only by the team’s focus, the strength of their ideas and their skill in crafting the fundamentals of a solid strategy game.”
“…[an] Australian-made RTS that’s set to stand with the best of them.”
“I’m ashamed to admit, looks a whole lot better than what my jaded expectations were for a local RTS of which I’d never heard.”
“I was honestly surprised to discover how much fun could be had in a MOBA that still has more than a pinch of RTS flavour.”
“If you’re a fan of MOBAs or love RTS and want to have a look at what this whole MOBA craze is all about, this Aussie title may be up your alley…”
“Simply put, Frozen Hearth is a game that made me care about my actions a lot more than I thought it would, and that in itself makes for an extremely refreshing gameplay experience.”
“Frozen Hearth is a rock solid RTS that has a great level of depth to it.”
“With a beautifully lush environment and well created characters, I instantly became attached to the world of Ámorrá.”
AusGamers Multiplayer Trailer: http://www.ausgamers.com/news/read/3253222/frozen-hearth-trailer-showcases-multiplayer-gameplay-and-modes
I had originally intended to write an article describing our workflow. It seemed like a good idea at the time – maybe some people might get some use out of seeing the workflow we’ve settled on for the technical side of our development.
However, over the last few weeks, I noticed (as we had a few folks passing through the office and seeing what we’re doing) that the biggest question became some of the more abnormal tools we use.
And so, instead of dryly going through every step of the process, what follows are the 5 most useful tools for the development of our game – in terms of efficiency, importance, total hours and yeah, even ‘cool’ factor.
This isn’t just software on our laptops or desktops, either – this includes anything that could conceivably be called a ‘tool’ or ‘resource’ for our sprite-based, OpenGL-driven exploration/creation title.
And so, without further ado…