Los límites de un proyecto en videojuegos

English version here.

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.

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The scope of a video game project

Spanish version here.

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 videogame 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. They’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 videogames, it is wanting to take advantage of an opportunity to earn some money. And Steam’s audience knows it.

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Math Classroom Challenge Oculus almost ready

This is a short video featuring the main elements of Math Classroom Challenge Oculus Rift version. This version is almost ready, and will be uploaded to Steam and the Oculus Rift store very soon, in a few days. We’ll record a new complete video with all the the aspects of the game.

This game will also be available on the Steam Store with no Oculus requirements.

Meanwhile we project to port Math Combat Challenge to Oculus too after this release.

Thank you for your support.

News from the Titan Deep Space Company

This week we are going to start introducing several new products. On the one hand, Math Classroom Challenge goes from iOS to Windows, in two versions: a standard version, with mouse and pad control, and a version for Virtual Reality, in SteamVR and Oculus Rift.

On the other hand, this same program, Math Classroom Challenge, will also have an augmented reality version for iOS. We’ll give more details soon.

Finally, Math Combat Challenge will also have a virtual reality version, once it has been verified that Math Classroom Challenge is responding correctly and we know the technology involved well.

We are also preparing some other surprises, which we will be presenting soon. Thank you very much for your support.

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Math Classroom Challenge Windows & VR