![]() ![]() The other option is working with a visual novel translator. (My games will never have spoken dialog, so I'm just talking text.)Ĭurious Factory, the DLsite distributor, has told me that it would cost $0.15 per word to translate a game into Japanese, so I'm using that as my basis for cost, even if I don't get it done through them. There will also be a story, however limited, and there will be an English and Japanese version. ![]() Rather than simply going from room to room, I'd also like to come closer to how old school platformers used to be, where transitions between parts of the level were seamless, backgrounds changed, etc. However, it will be a linear platformer with far more content than Kurovadis, and much higher quality graphics. I'd like to streamline my process a bit before attempting something more complicated with a longer development cycle.Īs for what kind of game it will be, I don't know any of the specifics yet. Kurovadis took around four months to complete while working on it off and on, so I figure that four months is more than enough time for me to make a far superior game, working full time. I've said it before and I'll say it again, I have everyone who purchased the game to thank for it, and I don't plan on wasting the opportunity. If Kurovadis was a test, I'd say it proved one thing beyond a shadow of a doubt not only is working on these games as a career possible, it's actually a realistic alternative to working in the mainstream game industry. Needless to say, Kurovadis was a massive success. ![]()
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