Thank you. I will say that having lurked deviant art and having gone to art school that I failed to learn the most important lesson until very recently- Networking. Natural talent and sheer luck also play a factor with whether or not you can make a living at it. Andrew, for example, not only has a natural talent that allowed him to progress so rapidly, but already was in place to take advantage of it (or because of it) with Trese Bros Games.
I on the other hand have been doing this on and off for about 20 years and I consider my level to be about average for this style. Networking and making friends is NOT something that comes easy to me- I was always the quiet kid that had stuck his foot in his mouth FAR too often to want to be social on purpose. Before it turns into a ME-fest. getting any sort of steady employment in the art field was hard to do even before the economy crapped out. Now you're doing good just to find contract jobs.
That's one of the reasons I took to the Brothers as much as I did. Seeing a pair of talented and intelligent people start something from practically nothing, get better at it, and make enough money to do it full time is something I greatly admire, ESPECIALLY now. I love the universe, and was inspired by it. So here we are. I'm hoping the comic generates more interest; I guess I don't care THAT much how many people read the damn thing. As long as someone does.
I hear what you're saying. Actually, the Trese Brothers aren't full time developers yet, at least I don't think.It's partly because they don't put ads and in-game purchases like other successful games like Angry Birds, Temple Run, etc. It is nice that they stick up for their principles but it's upsetting that they spend so much time on such great games and barely make a profit.
starfixer - we have been full time game dev since June 2013. Per the research on the mobile market, ads are the lowest generating revenue stream available (ads, paid games, IAPs). We have talked to many developers who have used them. I was recently talking to a very successful indie developer (6 person team) and he mentioned ads, and I quote: "We tried ad supported game,s what a joke that was."
dayan - the planet does look sweet! Great work with the glow and the little details of atmo! Love it. Maybe you should call NASA
As if you can't tell, space is one of my interests lol.
That effect is sunlight diffusion and refraction through atmosphere. Being mainly nitrogen, our atmo glows blue. Increas the amount of it the light has to get through and it filters out the blues, leaving reds and yellows- IOW: sunsets and sunrises.
dayan - one of the things that Firefly did so amazingly well is to create and use a great jargon. I like seeing your own jargon being created in the pages of Shadow of Shalun! Exalt!
Thanks... uhh.. The fighter pilots are using pretty much modern day jargon of their own. Aviators have a dialect all their own lol. I don't know if you meant them or the orders the Captain uses to bring their main guns into play. You're definitely right about firefly, but there I took a page from Babylon 5 (and Sir Issac Newton) Come to think of it, there's probably nothing we can come up with that hasn't been referenced before. Even Rabid's hockey mask killer in space lol.
Throwing in another stand-alone. Essentially, what I imagine happening every time your ship moves from one waypoint to another in the game. I suppose the mechanics would be like Star Wars or Babylon Five; as your flight through this other space can be cut short by things going on in real space. Either that or the Void system is limited by distance and not time, meaning that you make a new jump every time the ship moves from individual points on the screen.
As far as roll-playing or fiction, going that way means you're spending a lot of time in real space charging your star drives as opposed to hanging out in some sort of alternate dimension.
Either way, the effect was a pain in the ass- Couldn't get the radial blur filters to behave lol.