In version 1.85 we have added an airplane to the “Save the seas” scenario. This airplane throws plastics to the sea. The radar indicates the presence of the airplane with a black spot. These plastics are indicated by a red spot.
Collecting the plastics dropped by the airplane gives more points than the standard plastics, but you must finish the standard plastics indicated with a buoy and a white dot in the radar in order to finish the game.
We have also solved some minor glitches, and added some enhancements to the game. Thank you!
The new scenary for Math Classroom Challenge, “Save the seas”, will let the player control the Bell 206A to find the areas of interest that must be cleaned up. Then we’ll deploy the drone for further analysis and begin the cleaning of the seas. We hope to release a first video with the main features of the scenery soon.
Math Classroom Challenge: Save the seas. New Scenery coming to Steam, and then the game will be ported to XBox One. Thank you for your interest.
Having integrated Sam the Bird into Math Classroom Challenge, our next step is to introduce a new scenario, with an idea similar to that of the Moon.
If in this scenario we have to collect lunar material to be sent to Earth, along with helium 3, to power the Earth’s fusion reactors, in this new scenario we will have to do something extremely important: save the planet’s seas. How? We’ll see it in the next posts.
But one thing is clear: we want to send a message of hope and future to all of us, and to teach the new generations, and the old generations, that this world is unique, and belongs to all of us.
Saving it is our responsibility. We have a duty with the Earth. And here we can learn some aspects to ensure that the world remains that source of light and life that it has always been.
“Save the seas” is now work in progress, and we’ll inform about the release date soon. Thank you very much.
Cuando se habla de desarrollo de videojuegos, muchas veces leemos que la tasa de abandonos de proyectos es muy grande. Y es cierto; desarrollar un videojuego consiste en plantear un concepto básico y fundamental: se trata de un proyecto informático, que requiere de muchas horas de trabajo, dedicación, esfuerzo, y sacrificio. Llevar adelante un videojuego hasta completarlo, y que este videojuego tenga un aspecto y calidad suficientes como para atraer al público es una tarea muy compleja.
Son muchos los que suelen creer que un videojuego es preparar un pequeño proyecto en unos días, muchas veces basándose en prototipos, darle ciertos toques personales, subirlo a Steam, y empezar a ganar dinero. Obviamente se equivocan. De ahí que veamos la enorme cantidad de proyectos que se publican en Steam, y que son inmediatamente olvidados. Si realmente se desea destacar frente al resto, debemos crear un juego que sea divertido, atractivo, con una funcionalidad adecuada, y con un marketing suficiente como para que pueda ser visto entre tantos juegos que se publican a diario. Crear un juego en dos semanas que se basa en un prototipo o un ejemplo sacado de Internet no es hacer videojuegos, es querer aprovechar una oportunidad de ganar algo de dinero. Y el público de Steam lo sabe.
When we talk about videogame development, we often read that the rate of project abandonment is very high. And it’s true; developing a videogame is about putting forward a basic and fundamental concept: it is a computer project that requires many hours of work, dedication, effort and sacrifice. To carry out a video game until it is complete, and that this video game has a sufficient appearance and quality to attract the public is a very complex task.
There are many people who believe that a videogame is to prepare a small project in a few days, often based on prototypes, give it some personal touches, upload it to Steam, and start making money. You’re obviously wrong. That’s why we can see the huge number of projects that are published on Steam, and that are immediately forgotten. If you really want to stand out from the crowd, you need to create a game that is fun, attractive, with the right functionality, and with enough marketing to be seen among the many games that are published every day. Creating a game in two weeks that is based on a prototype or an example taken from the Internet is not making video games, it is wanting to take advantage of an opportunity to earn some money. And Steam’s audience knows it.
With this new hardware, the same build is compatible with a standard monitor, Oculus Rift, and HTC Vive. We give the opportunity to choose your option when you run the game, or you can activate SteamVR in your Steam app so you can access to the VR version of the game automatically.
But this is far from over. We’ll be adding a new character next week: Sam. Sam is a bird that likes to eat the numbers you need to solve the math problems.
And a new scenario that will arrive soon. And will be quite different from the others. Thank you!
We were talking the other day about an “almost enemy” for Math Classroom Challenge. This game is rated for children aged 4 onwards, and we must be careful with every new element added.
Some people asked us to add some “action” or “enemies”. Well, here it is. Sam is a bird that likes to eat numbers. When the player is behind a number, sometimes Sam can eat the number if the player does not wash Sam with water.
What do accomplish with this? We have an “enemy” but is completely harmless for children. There’s no violence at all, just the pressure to wash Sam. Of course Sam can be deactivated.
Sam will be available on July 6 with version 1.70 (version 1.60 with HTC Vive compatibility next June 30). Thank you for your interest!