Kaptain Brawe comes out November 1st!

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Comments

  • edited January 2011
    taumel wrote: »
    I'm curious...

    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.
  • edited January 2011
    So you open sourced components for the old engine, not for CAGE, right? Any links for the engine(s), old and/or new one?
  • edited January 2011
    taumel wrote: »
    So you open sourced components for the old engine, not for CAGE, right? Any links for the engine(s), old and/or new one?

    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
  • edited January 2011
    I'll have a look, thanks.
  • edited January 2011
    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?
  • edited January 2011
    Hayden wrote: »
    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.
  • edited January 2011
    If you ever make a linux version, I'm definitely buying it.
  • edited January 2011
    Bamse wrote: »
    If you ever make a linux version, I'm definitely buying it.

    It's under development as well ;)
  • edited January 2011
    I remember back when Kaptain Brawe was a planned episodic series in Wintermute. How long is A Brawe New World?
  • edited January 2011
    Depends on how you play, on hard maybe 2.5-3 Sam&Max episodes.
  • edited January 2011
    BiggerJ wrote: »
    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.
  • edited January 2011
    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.
  • puzzleboxpuzzlebox Telltale Alumni
    edited February 2011
    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.
  • edited February 2011
    The adventure conductor: Next station, thedreammachine.se
  • edited February 2011
    @puzzlebox: thanks! Glad you liked it :)
  • edited February 2011
    Looks awesome, just like Curse of monkey island. Gunna buy it this week.
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