Avengers: Endgame shows where the good guys "win." Will we make another game this big? Overland was added by Ugotsta in Sep 2016 and the latest update was made in Aug 2017. We even helped ship FEZ and the commercial release of Cave Story. Take care of a group of travelers on a post-apocalyptic road-trip across the United States in the turn-based survival game Overland. Full list of all 48 Overland achievements worth 1,000 gamerscore. Welcome to the r/Overlanding Daily Help Thread! 13 players scoring is the most for the Jayhawks since January 2015 when 13 Jayhawks scored against Texas Tech. 1 User. I’m not sure if that’s a privilege or a curse at this point. The art direction, despite being very incomplete, stole the show, I think, but some players also got a peek at the kinds of emergent gameplay magic that can happen. 0 Users. Could potentially build and sell units like this and they can be installed in your dashboard / glovebox. Overland is a game about survival and teamwork and never leaving a person behind, but sadly that choice will rarely be yours. Altogether I think we invested a total of maybe $5000 in this phase of development. The plan isn’t glamorous, and the process of making the plan wasn’t very sexy either. There’s things you can do in this format that are pretty fuckin’ cool. Items are essential survival tools in Overland. Heck no. The main guess or goal or whatever was whether we’d be able to potentially both make a good game and break even. Everything. I’ve never led a project or a team this large, and I screwed up a lot over the last couple of years. Or do we focus on marketing and pre-orders and crowdfunding? Hiring an animator, getting marketing help, paying our own bills and supporting the content team, giving ourselves time to continue to market and build awareness as we approach launch, a budget to take the game to PAX South and SXSW Gaming, and so on. Overland is a turn based strategy game where you are on a road trip across a post-apocalyptic United States. Gaming. There was a gap of three or four months before we began to actually produce the game in something that vaguely resembled a full-time capacity. I don’t really have any advice or nice succinct takeaways to offer here, either. It has issues providing trails and more unique locations. In a way that’s very appropriate for a cross-country road trip across an alien-infested United States, Overland is a harsh and unforgiving game. The one strategy that we’re not considering is Just Launching The Game Even Though Some Parts Of It Are Still A Mess. The thing is, gathering up only the projects that went well over the years plays directly into a narrative of overnight success, of sudden importance, of just believing in yourself and the fickle market will reward you for your inherent goodness. “How do you feel about working with so many remote people? By February 2014, with only one major hiccup (solved by a separate paper prototype), we had a playable iPad game, with admittedly horrendous “art” and “sound”, and we took it to GDC (the aforementioned Game Developers Conference). Then we designed and shipped a gorgeous educational game about binary math and logic called Phoenix Protocol. Ok, a quick aside to give a bit of an overview of how funding and payroll and stuff works on Overland. Regardless, revenue share after launch doesn’t really put food on the table or pay rent. Go. Also, this burn rate was not actually a problem for us (yet). We bootstrap, which is to say self-fund, all our internal projects. While we were working on our own things, we tried investing in DoubleFine’s Spacebase DF-9 and Hack ‘n’ Slash, to see what that was like. After GDC, we were a little burned out from the big March push, but we were determined to ship Summer 2015. I've used Topo Maps+ and a few other topo apps on my phone while out driving. Overland is not like those games. The question we posed to ourselves last Monday, and spent all week trying to solve as best we could, was this: “How exactly do we get from where we are now, to where we want to be for our PC launch, without going over the cliff?”. Now Playing. That goes for me, too. TrueTrophies. The bare minimum, assuming we go down to a kind of hybrid hibernation / skeleton-crew mode this winter, is somewhere around $30,000 in additional external expenses, and another $40,000 in internal expenses. Overland’s long and winding road to release ends this autumn. Gaming. Step 5 was to figure out what order to do those things in, which it turns out is a pretty complicated process. Marketing permission: I give my consent to to be in touch with me via email using the information I have provided in this form for the purpose of news, updates and marketing. Sometimes finding the magic takes a long time, and sometimes refining the magic takes even longer. This puts us a mere 24 months behind our original schedule. Update: The bundle has been a huge success so far and many more developers have submitted their projects.We've added a new round of games & more. Overland first appeared on our radar three years ago, when Tim spent some time with it and described the survival strategy game as "X-Com meets The Road". Patriarch Ending. We got a lot of very positive attention when we publicly debuted the game at Mild Rumpus at GDC 2015. Alec Meer • 2 years ago • 3 Beautiful murderbugs vs Americana turn-based strategy vs roguelike Overland is a game I've blown hot and cold on. Is this how Ken Levine feels all the time? Step 1 was to write down literally everything there was left to do to ship a hot-ass game on PC. Starting around 2006, we accepted at least one major contract every year, to support and offset our riskier experiments. But we should be aware of the simple social dynamics that tend to cause success stories to float up, and for stories of failure to quietly sink. I am overlanding through the states and don't want to miss out on some amazing(not difficult) trails when I arrive in a state. There are several different endings to Outer Wilds. Or do we borrow money? We had a lot to do, yes, but we had made a lot of progress recently, and we had good momentum. That said, if we have to decide between the right person on the other side of the world, and the wrong person, I know which one I’ll pick next time too. So in December 2013, I had fish tacos with Shay Pierce, another local Austin game maker, and we talked about maybe doing a project together. The game ends when one player manages to heroically defend three different dragons or if one dragon gets three hits. But there’s a reason that design-oriented giants like Blizzard take five years or more to make a new game. This was a part of the plan, and not particularly alarming on its own, but the money in our bank account did not match the amount of work that remained. Prev. This was the first time in maybe eight years where we’d had an opportunity like this: a long financial runway, a solid prototype, and some real experience. Wish List. This is a little tricky because the indie dream is basically to make experimental games commercially. And again, to be clear, the results were great. There was an interview translated recently with some Nintendo folks that did a great job of explaining this, but basically an overall percentage completion for a game project is sort of a laughable idea. Two other important things did happen between March and, well, today basically. I’m not saying that games that sell poorly aren’t successful on other axes, or whatever. Do we take on more contract work and continue to bootstrap the operation? Approximately double, it turns out. Rolling the dice on a big project like this can be scary, but Overland is turning out far better than I ever hoped. So where does that leave us? I already have two kids, the last thing I need in my life right now is more drama. I know most of the rules of thumb pretty well at this point, and I fully comprehend that it’s easy to underestimate things like budgets and schedules by a margin of double or more. For the last couple of years I’ve been working on my dream project, a tactical survival road trip game called Overland. It is almost the complete opposite of the actual creative process of making a thing. 17-0­­ ­– Kansas started the game on a 17-0 run. Commercial game making, on the other hand, is about building a thing, on a budget, making steady predictable progress, and releasing on time, at a predetermined level of quality and complexity. That some studios are able to somehow make them fit, or fit enough, for a while, sometimes, is a colossal victory. I think some studios are better than others at finding ways to somehow reconcile these differences, or avoid the conflicts altogether, and again, that’s awesome, more power to them. Which parts are how complete and to whom is a really complicated and multi-layered question. If the game was dog shit and we were broke, I’d be pretty terrified. The story of how we eventually bootstrapped our indie dream game. I am certain we will mess this up again in the future at some point. But that’s just one of 14 million possible futures Doctor Strange tells Tony Stark he saw in Infinity War. But it would have been pretty easy to spend five or ten times as much as we have on Overland, and no larger publisher would bat an eye at even those multiplied expenses; we would still be considered dangerously lean. This weird idea I had overlapped with a lot of our shared interests, so Finji hired Shay to produce a playable 2D Unity prototype based on our pixel art mockup. It was an interesting experience, but it got us thinking: what if instead of investing in someone else’s big project, we invested in our own? I have no idea if being local would have even changed a thing on that game. Finji tracks those payments, and we recoup or earn back those expenses when the game comes out, before the revenue share distribution begins. But you need something. Game List Statistics. I feel pretty good about our role in all of those games. I explore and share my journey as a single dad. Anyways, as if it needs to be stated at all, it could not and did not happen. But I can at least tell our own story, and share what we did and why, and maybe that can be another small light in this big dark room of how to pay the bills while making games all day. Even we occasionally managed it in the past. This would allow any app that's requesting data from the usgov topo api, or any other api I care to support to get super fast offline downloads from a locally cached computer in the car. Not the luckiest, or anything, but we were positioned well to build things for mobile when opportunities opened up there, and getting in before things got Really Crowded gave us an edge later. At the end of this phase, sometime around May or June 2014, the budget had barely increased, maybe by a few thousand dollars maximum, to pay applicants for their time spent on art tests and audio tests. I have been using Ioverlander and have found a few decent campsites but its not the most informative app that I've seen. The other interesting thing that happenedis that we we started to run out of money. We finished our contract work, and we didn’t have to borrow anything — the process was working! Basically, we do a lot of contract work and then put the excess revenue from those jobs into our internal productions. Game Detail. STATS OF THE GAME. Overland is an isometric strategy road trip game set in a sci-fi apocalypse. What to expect: If you wish to withdraw your consent and stop hearing from us, simply click the unsubscribe link at the bottom of every email we send or contact us at news@finji.co. This is how it goes in Overland. But even if you ignore whether you’re talking about a developer or player, the percentage complete is still technically a joke. So it’s June 2014, the team is ready to roll, and our modest goal is to convert our 2D prototype into a cool-looking 3D game and launch it in the Fall. The other thing that happened, as we approached Fall 2014, is we realized that we had wildly underestimated the complexity and difficulty of building a 3D tactical squad-based survival game at the level of polish we wanted to provide to players. When I say experimental game making what I mean is the process of “forward” game design, of Church of the Prototype, of iteration, of exploring a design space and listening to the game and figuring out what it wants to be. This would put all the risk on Finji as an entity, but increase the chances that we’ll be able to recoup our investment, even if the game fails to find its audience. General overland discussion, open to all topics. Toss in the $60,000 we invested earlier, not to mention some substantial amount to make sure Bekah and I could pay our own bills in 2014, Overland’s budget gets pretty big. * Patreon: Help support the development of this game with just 1 dollar a month, and you'll get access to exclusive features and have your name in the credits! Bullshit magic guesses, and very little confidence. Their vision for Overland keeps pushing us toward new things and away from the well-trod areas, just as we hoped. The board game is called "Illuminati: New World Order" and the cards from the game has people freaked out. A blog and podcast dedicated to combining two of my passions travel and games. Even though it was shorter than the last phase of development, we approached $50,000 in expenses again, thanks in part to those depleted reserve tanks. And, maybe weirdly, I don’t feel stressed about this. I learned more making Overland than I did on my previous three games combined. This was impossible to do in an honest way until pretty recently, because of the aforementioned experimental game making stuff. We planned for this, we had a budget that allowed for this, we were very careful, and these higher monthly expenses were a good sign, a sign of everything going according to plan. It’s a big number. That’s another topic for another post though. Some of them can only be accomplished by exploring and learning as much as possible about the history of the Solar System, and others are cleverly hidden and must be discovered. And with that, I think we’re almost caught up with the decisions and meetings we did this past week, but I wanted to cover two other things first. An environmental catastrophe of incomprehensible proportions has permanently changed the earth as we know it. Latest; Premium; Shows; Popular Podcasts. One gamer wrote in to say the ending didn't fit the rest of the game. We also worked on Indie Game: The Movie, the first movie ever distributed on Steam. For example, we did some high profile work for the film The Hunger Games, and a set of surreal advertisements for Old Spice that made it onto mainstream Game Of The Year voting lists. Like T-Mobile, AT&T is planning to shutter its 3G services for consumers by the end … An unintended side effect that fell out of this process is that we have some dates to announce: we will be able to broaden the scope of the Overland private alpha community starting later this year, and officially launch on PC, Mac, and Linux next year. Friends and strangers spent some time with it, and reactions were very positive. Playing Games On Your Phone Is Good, Actually Updated Jun 23, 2019. Maybe. NO Vehicle Comparisons/What Should I Buy? 11/17/2020. survival-horror. Sometimes that works I guess. Playdate. Dedicated to the the spirit of exploration. Take care of a group of travelers on a post-apocalyptic road-trip across the United States in this turn-based survival game. The game is available for free on GameJolt! It's possible to update the information on Overland or report it as discontinued, duplicated or spam. Even with a lot of practice, multitasking like this can cost you a week here, a weekend there. We still have to decide how to source our finishing funds, though, that $70,000 we were just talking about. This is all tracked on a per-team-member basis and is relatively simple. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness! In the worst case we get “failed” projects drawing the wrong lessons, lashing out at the wrong things, and muddying water that is already impenetrable. If I’d had time to work on it myself we probably could have cut some of those expenses, but this worked well for the situation we were in at the time. On the other side of the equation, Hundreds was almost entirely a remote team, and it worked pretty well. The people we did find through this process — Heather Penn and Jocelyn Reyes — are singular and exceptional artists that go far above and beyond their particular duties, contributing outside their core disciplines and improving the game in ways I never expected. Crowdfunding and other open development approaches have revealed some of the juicy inner workings of the game industry to a wider audience, which is great, but these trends also exposed how little is broadly understood about commercial game production. Available now on Steam, GoG, Itch.io, and the Humble Store. With Katamari Damacy ’ s a reason that design-oriented giants like Blizzard five... Internal projects since 2006 trails and more unique locations mess this up again the... Working on my dream project, a collaboration with Katamari Damacy ’ s topic! 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