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The game is based more on the story of unearthly affairs and strong motivation from the beginning. It is an opposite to the kind of games in which you don't know anything about your character - about his (or her) past - when you just travel, lost and not knowing what to do. We prefer a strong story that holds you from the beginning to the end.
we can promise that the story and quests in the sequel will be better and more complex than in Lands of Infinity, so you, the fans, have much to look forward to.The game is rather linear, but gives you three basic ways to play. You can spend hours trading and earning lots of money to afford better equipment, or you can focus on killing monsters and leveling your characters and completing side quests, or you can just follow the main story line. The most important features of the game we wanted to focus on are the catchy story, the party-based RPG, turn-based combat, and an easy, player-friendly interface.
Technology
Martin Sabo-Balog:
Development Timeline
Martin Sabo-Balog:
Changes and Enhancements
Stefan Pavelka:
And, if you have a beta and test the game, the testers always come up with lot of new ideas, some of which you can add into the project. But at some time and point, you have to say "STOP" and finish the game because you could add new ideas and improvements for months and years...
Major Challenges
Martin Sabo-Balog:
2. To find the best possible people. We are real computer game players at Cypron. We play games all the time, and we love what we do. This is not a job for us - this is our life. And it is hard to find people who think this way and are skilled in the arts or in programming. The Cypron team is quite small - the Gods game team is only about 10 people - and we are like family where everyone knows each other. We live in a small but beautiful country in Central Europe. Our whole country's population is only about five million. That's why it is hard to find people.
3. Publishers and distributors. After you invest lot of time and money in developing your game, you have to find the best publisher available who will make the best effort to promote and sell it.
Best Decisions
Stefan Pavelka:
Key Strengths
Christopher Curdes:
Second would have to be, without question, Pavel Krychtalek's excellent and compelling compositions that make up the Gods: Lands of Infinity soundtrack. Need I say more?
And third, I would have to say our innovative use of the graphics engine to produce such true to life environments with flowing grass, sparkling ice crystals, etc., all of which Martin touched upon earlier.
Areas for Improvement
Stefan Pavelka:
12:00 am PDT August 23, 2006