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Internal Game Development is Delayed
KANSAS CITY, MissouriNovember 5, 2017After coming on 1 month after the release of Dont Die!, Templarius Studios has been looking hard into upcoming games for the future. However, after reviewing the team, scope of the projects, and schedule of releases, it has been decided to delay any internal development from Templarius Studios until February 14th to accommodate our staff as well as the holiday season. While not an easy decision, this is a decision we feel is best to prevent any issues from erupting from within the studio, many of this issues will be addressed in the post-mortem for Dont Die! which will be released to media outlets within the coming week. To summarize these concerns, Dont Die! had too small of a budget and too short of a schedule, not to mention the mistake of releasing the day after Middle-earth: Shadow of War which ultimately caused the game more harm than good. While the decision to release on that date was sound at the time, it has paid off less than anticipated and such a risk cannot be ignored again. It should also be noted that Cuphead also came out at a similar time which was unknown to us at the time, otherwise we would not have released Dont Die! when we did. To familiarize oneself with the structure of Templarius Studios, we are a small development and publication studio. We cater our publication services to our clients, consisting of other indie game developers while also developing games ourselves. The studio has 2 divisions; the Publication Services Division and the Internal Development Division. Each division has an office catering to more fine-tuned services, for example, the Research and Development Office of the Internal Development Division and the Client-Facing Services Office of the Publication Services Division. Each office coexists together, but the divisions are separate. This structure acts as a smaller version of our client side relationship with our clients. Our clients are not part of our Internal Development Division, hence the name. As such, all internal development done in-house is done by the Internal Development Division. Knowing this, we can explain further. At the time of the development of Dont Die!, our development division was stressed for a small project and it paid in the long-run. It led to a product which we felt was more rushed than it needed to be. After the release, we got together and made a plan to be better for the future and with several RPGs on the way, we want to execute this perfectly. The initial plan was to spend the holiday season creating the basic prototypes as the writing team begins laying out the framework with our designers as to what the experience is. While worked for a while, we noticed that the holiday season is a demanding time for our staff and many of them work other jobs and want to spend time with family and play the newest games. And so, the new plan will be to halt all development of games on our internal side while our Research and Development Office work on the basic concepts, executions, minor systems, and so on. Essentially, it is a downscaled team working on the very key concepts of the games. During this time, the office will go through reduced hours where active development is at a slow and easy pace. Once the holidays are over, we will resume our normal business hours and execute a new development plan on February 14th, 2018. The above plan will be executed immediately and designed so that full development resumes after we have a full concept and better groundwork to begin from so that we may deliver a better product to our customers and allow our teams to relax and refresh. This will also allow our development schedule to go out of sync with the holiday season, preventing what happened with Dont Die! from ever happening again. Updates will still come to Dont Die! and we will continue working with clients and publishing for clients as usual; it is our Internal Development Division that will receive this new call to action, so dont worry about any games you look forward to or updates to current games; they are not being forgotten about. We hope that this clears up any radio silence on our part on social media and we hope that this will help us rebuild anew so we can deliver product that will blow your imagination later in the following year. We do recommend following us on Twitter for any updates, especially for our next project Yoltrund. Michael Cox CEO, Creative Director Templarius Games Studios, LLC. Kansas City, MO.
[ 2017-11-05 09:35:05 CET ] [ Original post ]
Internal Game Development is Delayed To accommodate the holiday season
KANSAS CITY, MissouriNovember 5, 2017After coming on 1 month after the release of Dont Die!, Templarius Studios has been looking hard into upcoming games for the future. However, after reviewing the team, scope of the projects, and schedule of releases, it has been decided to delay any internal development from Templarius Studios until February 14th to accommodate our staff as well as the holiday season. While not an easy decision, this is a decision we feel is best to prevent any issues from erupting from within the studio, many of this issues will be addressed in the post-mortem for Dont Die! which will be released to media outlets within the coming week. To summarize these concerns, Dont Die! had too small of a budget and too short of a schedule, not to mention the mistake of releasing the day after Middle-earth: Shadow of War which ultimately caused the game more harm than good. While the decision to release on that date was sound at the time, it has paid off less than anticipated and such a risk cannot be ignored again. It should also be noted that Cuphead also came out at a similar time which was unknown to us at the time, otherwise we would not have released Dont Die! when we did. To familiarize oneself with the structure of Templarius Studios, we are a small development and publication studio. We cater our publication services to our clients, consisting of other indie game developers while also developing games ourselves. The studio has 2 divisions; the Publication Services Division and the Internal Development Division. Each division has an office catering to more fine-tuned services, for example, the Research and Development Office of the Internal Development Division and the Client-Facing Services Office of the Publication Services Division. Each office coexists together, but the divisions are separate. This structure acts as a smaller version of our client side relationship with our clients. Our clients are not part of our Internal Development Division, hence the name. As such, all internal development done in-house is done by the Internal Development Division. Knowing this, we can explain further. At the time of the development of Dont Die!, our development division was stressed for a small project and it paid in the long-run. It led to a product which we felt was more rushed than it needed to be. After the release, we got together and made a plan to be better for the future and with several RPGs on the way, we want to execute this perfectly. The initial plan was to spend the holiday season creating the basic prototypes as the writing team begins laying out the framework with our designers as to what the experience is. While worked for a while, we noticed that the holiday season is a demanding time for our staff and many of them work other jobs and want to spend time with family and play the newest games. And so, the new plan will be to halt all development of games on our internal side while our Research and Development Office work on the basic concepts, executions, minor systems, and so on. Essentially, it is a downscaled team working on the very key concepts of the games. During this time, the office will go through reduced hours where active development is at a slow and easy pace. Once the holidays are over, we will resume our normal business hours and execute a new development plan on February 14th, 2018. The above plan will be executed immediately and designed so that full development resumes after we have a full concept and better groundwork to begin from so that we may deliver a better product to our customers and allow our teams to relax and refresh. This will also allow our development schedule to go out of sync with the holiday season, preventing what happened with Dont Die! from ever happening again. Updates will still come to Dont Die! and we will continue working with clients and publishing for clients as usual; it is our Internal Development Division that will receive this new call to action, so dont worry about any games you look forward to or updates to current games; they are not being forgotten about. We hope that this clears up any radio silence on our part on social media and we hope that this will help us rebuild anew so we can deliver product that will blow your imagination later in the following year. We do recommend following us on Twitter for any updates, especially for our next project Yoltrund. Michael Cox CEO, Creative Director Templarius Games Studios, LLC. Kansas City, MO.
[ 2017-11-05 09:35:05 CET ] [ Original post ]
Don't Die!
Michael Cox
Developer
Templarius Studios
Publisher
2017-10-11
Release
Game News Posts:
22
🎹🖱️Keyboard + Mouse
2 user reviews
(2 reviews)
The Game includes VR Support
Public Linux Depots:
- Don't Die! Linux Depot [104.75 M]
Templarius Games Studios is proud to present a game from Michael Cox, a game with one simple task; Don't Die!
ABOUT THE GAME
Don't Die! is a challenge of wits and strategy. Based on the old flash game World's Hardest Game, Don't Die! brings a list of new challenges in your daily gritty pleasure.FEATURES
- Dozens of levels to choose from!
- Different types of enemies!
- Abilities to assist in completing of levels in awesome fashion!
- Ability to sprint, getting away from danger!
- Timed levels for extra challenge!
- Steam leaderboard implementation to challenge your friends!
MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: 2.0 GHz Dual Core ProcessorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated Graphics (512MB)
- Storage: 500 MB available spaceAdditional Notes: Any version compatable.
- OS: Ubuntu 16.04
- Processor: 3.0GHz i5 Dual Core or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GTX 650 or Radeon HD 3600 (1GB)
- Storage: 1 GB available spaceAdditional Notes: Any version compatable.
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