Omnikuken
Conversation Conqueror
- Feb 22, 2018
- 7,561
- 7,329
^ Use the nitro in 1 of the chests inside the temple you unlocked 3 builds ago, it'll spew out another bomb without having to craft it (not that finding talismans and buying a container is the end of the world, actually getting the nitro from the story is way more of a challenge)
Not trying to downplay anything but : he is using pre-rendered generic models that only need a coat of paint and subtle changes once (like before actually making videos earlier than v01) and basically renders 2-3 videos per 2 week increment. Have a beefcake PC running non-stop doing only video renders and you can do these kind of games relatively easy. Then you need some random dude coding whatever happens in the 3-4 scenes per updates (flags/transitions/item spawning/whatever), once again not that hard or mindnubbingly time consuming. As to why most other devs don't, that's another questionI also applaud the regular releases. My question is how are they accomplishing it. Did NLT Media storyboard the whole game in advance? Most games on this site a re either artist or writer driven. Both of those, (ego driven), approaches usually lead to a pattern of revisions and complete restarts aka: delays, slowdowns and frustration. How did NLT Media avoid the problems that plague the rest of this site?
And NO! It is not because all the other game developers are lazy or money grubbing sponges. That is the meathead answer from the trolls around here who either don't understand the complexities of working with talented people or just like to kick over anthills to compensate for them being no-talent hacks. The ability to maintain schedules in this chaotic hobby of ours is usually an organizational issue.
The questions again are: How are they doing it and How do we get the other game developers to recognize it as a problem and implement it?