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Hopefully Chaz will return to Battledroid after Basingstoke is out the door, and Alli will then get on with prototyping a new idea.”
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“My actual financial plans are to remain doing this boring work for the next three years or so and continue to develop Battledroid in that time – but at the end of it I’ll be totally free of all debt, including the mortgage, and able to work full-time on anything I please. Phew.” You can also support the development of Battledroid through Patreon. “I work on Battledroid in my spare time – it’s coming along nicely, but very slowly! – and Basingstoke is still 9 months off of any sort of release. “I got myself a contract doing boring work to bring in the money and keep everything ticking along,” Prince explains. Probably another year to go.” Battledroidīut Puppygames still lives and the team are still working on these projects when time allows. And naturally, a year and a half later it’s still nowhere near finished. “We found ourselves embroiled in a bloody complicated 3D game that was going to take a year at least to make, which became Basingstoke, but with just enough money to last a few more months. So Battledroid was on hiatus and Skies was abandoned even though Prince confesses it probably would have been finished on time. So that was the time limit for the new game to be released.” At this point we had enough money to last about… four months probably. After a couple of months it became apparent that the prototype idea was going to be quite interesting but also that it was going to probably need to be in 3D. At the same time, Alli, our new guy, set about prototyping some ideas as well in Unity. “It looked quite promising but we were suffering from a financial rollercoaster and always in a state of permanent panic. We actually spent a year or so developing Battledroid then realised we needed two more years to get it released, so we panicked and switched our attentions to a smaller game we could finish inside 4-5 months.” It turns out that settling on ideas that hit the sweet spot between capability, viability, and preference is pretty bloody difficult, especially when you don’t really have tons of actual capability. “We sort of… floundered around trying to think of ideas that we liked. In addition to this, the team kept flitting between ideas. We may as well have commanded the waves to retreat.” That was a total waste of six months and huge amounts of advertising money – nothing we did helped it at all, and Steam rose to utter dominance. Prince: “We diverted our attentions for six months attempting to rescue direct sales, which had nosedived in a trajectory that looked suspiciously like a mirror image of Steam’s meteoric rise. Well, for one, a financial distraction – direct sales plummeted. In the case of Ultratron we completely rewrote the game into something very different.”īut then in 2014, Rock Paper Shotgun reported that Puppygames was on its last legs. Then we developed our old mini-arcade games – Titan Attacks, Droid Assault, Ultratron – and gave them a spiffy hi-res makeover to make them fit for release on Steam in around 2012/13 or so. “We stuck in a new DLC mode that was a complete mistake – it cost us a fortune to make and will probably never make its money back, so we won’t be doing that again in a hurry. Indeed, the game discussed on Electron Dance back in 2010 isn’t the one on sale today.
“So… we spent quite a lot of time on Revenge of the Titans even after it was launched, turning it into the best game we could manage to turn it into,” he says. I ask Cas Prince of Puppygames where the team went after this. Gregg B and I had a chat about this back in 2010. In Revenge of the Titans, developer Puppygames solved this problem by keeping the player occupied with some frantic plate spinning during each wave. A TD game is a puzzle where you’re challenged to find the right pieces that solve the level, but players often spend a great deal of time waiting for the level play out instead of being active. The tower defence genre was all the rage back in days of yore. In part two: Puppygames, Douglas Wilson and Michael Brough. I thought it would be fun to go back and take another look at those developers I covered in the early days of Electron Dance.