Could you be more detailed about how many people were involved in which functions through this year?
Which are the main reasons for deciding to use Visionaire over other adventure game engines like Wintermute or setting up the adventure engine in middleware like Unity or using several components like Ogre3D, CEGUI, ...?
Is Visionaire the only adventure development solution supporting crossdev these days and how happy have you been with the tool (pros, cons)?
I guess i read about it in the credits but what is CAGE exactly?
Btw one aspect i really loved about Kaptain Brawe was how quickly the game started up and how painless resuming/saving the latest game was implemented.
Any information you can share about a successor yet?
Visionare was used initially but we dropped it in favor of our in-house engine called CAGE (Cateia games' Adventure Game Engine). We only use our own components, to minimize the memory/cpu requirements so we can target mobile platforms. much of our tools we made for Kaptain Brawe we published as Open Source.
We used Python, Ogre And Cegui before but those don't scale well to the lowe end iphone devices and similar.
as for the successor, we have no information to share at the moment. if the game performs well in the long run there will likely be a successor.
Yes, it's now on Steam! That should ensure a few more sales, especially if it's put on special sometime.
Also, kspes, (if you're still hanging around here) was the 'Space Quest' series a relatively large influence on 'Kaptain Brawe', or was the game more just meant to be a 'Curse of Monkey Island'-style game set in a sci-fi environment?
Yes, it's now on Steam! That should ensure a few more sales, especially if it's put on special sometime.
Also, kspes, (if you're still hanging around here) was the 'Space Quest' series a relatively large influence on 'Kaptain Brawe', or was the game more just meant to be a 'Curse of Monkey Island'-style game set in a sci-fi environment?
Yup, we finally managed to get on steam! Watch out, we're working on an iOS version as well
The game had many influences, Space Quest and Monkey Island series were among the biggest influences. We all enjoy adventure games very much which is obvious considering the number of adventure games we made so far and are still making.
Legend of Crystal Valley was our greatest game until Kaptain Brawe, we've pun A LOT of love and hard work into the game and are very very proud of the game and it's success! Especially considering the indie budget we have for each game.
I remember back when Kaptain Brawe was a planned episodic series in Wintermute. How long is A Brawe New World?
about 8 hours for the average player, less if you're really hardcore.
Kaptain Brawe was originally planned as episodic, but now it's a full release with the exception of a few websites where it's released as episode1 & episode2 and the prices cut in half.
I doubt that an average player is able to succeed in 8 hours, that's more for the hardcore gamers, 9-12 hours sounds more reasonable to me, excluding situations were you might hang and which can stretch the gaming time individually.
I just finished this. The absence of voice acting didn't bother me at all, I think you jumped the right way there. I would've liked a faster text speed option though - I had it set to the fastest available, and still found myself clicking to advance through the dialogue at the speed I wanted. Impatient.
A couple of solutions were repetitive, like
baking the flower for the vegetable stall man, then doing the same thing again to make "tobacco" for the old guy in the park. Same with making the clay mold in the titanium box - do one for the star shape, then rinse and repeat for the crystal.
I probably liked the part in the cave best. Lots of moving parts and plenty of different things to combine and fiddle with. I appreciated the hotspot-finder button as well, because sometimes the interactive bits were non-obvious and easy to miss among the background details.
It's an enjoyable little adventure in a really nicely imagined world. Hope you get the opportunity to make another.
Comments
Visionare was used initially but we dropped it in favor of our in-house engine called CAGE (Cateia games' Adventure Game Engine). We only use our own components, to minimize the memory/cpu requirements so we can target mobile platforms. much of our tools we made for Kaptain Brawe we published as Open Source.
We used Python, Ogre And Cegui before but those don't scale well to the lowe end iphone devices and similar.
as for the successor, we have no information to share at the moment. if the game performs well in the long run there will likely be a successor.
no, we open-sourced components for CAGE and some of our other engines:
search on sourceforge or google code:
1) libapril
2) libaprilui
3) libaskal
4) libxal
5) libatres
6) libgtypes
7) libhltypes
Also, kspes, (if you're still hanging around here) was the 'Space Quest' series a relatively large influence on 'Kaptain Brawe', or was the game more just meant to be a 'Curse of Monkey Island'-style game set in a sci-fi environment?
Yup, we finally managed to get on steam! Watch out, we're working on an iOS version as well
The game had many influences, Space Quest and Monkey Island series were among the biggest influences. We all enjoy adventure games very much which is obvious considering the number of adventure games we made so far and are still making.
Legend of Crystal Valley was our greatest game until Kaptain Brawe, we've pun A LOT of love and hard work into the game and are very very proud of the game and it's success! Especially considering the indie budget we have for each game.
It's under development as well
about 8 hours for the average player, less if you're really hardcore.
Kaptain Brawe was originally planned as episodic, but now it's a full release with the exception of a few websites where it's released as episode1 & episode2 and the prices cut in half.
A couple of solutions were repetitive, like
I probably liked the part in the cave best. Lots of moving parts and plenty of different things to combine and fiddle with. I appreciated the hotspot-finder button as well, because sometimes the interactive bits were non-obvious and easy to miss among the background details.
It's an enjoyable little adventure in a really nicely imagined world. Hope you get the opportunity to make another.