Lab Lore Recorder
Alina answering as LoreMaster Maya
Thanks for pointing out that the web page needs changing. I'll speak with Miko about that tomorrow (our game and web coders are different, so we can make necessary changes to the sites without issue).
(None of this information is new, but it might be new to you! So you've got the questions. Here are some answers.)
What language are you primarily working with currently?
Our 3D/mobile games are made in Unity.
and Would you be amicable to switching to something new/old/borrowed/blue as well in the shape and form of Unreal Engine and related? (UE Unfortunately has a clause that 5% of the profits go to them mandatory. May be an issue considering you need funds to keep the games running.)
At this time, we'd want to stay with Unity.
And question... How come AE doesnt do internships and all? Dead serious question. Staff... anyone?
Coders from the other games can teach, and we can then go and work as interns for the game of our own choice.
It's very rare that we take internships these days, for a couple reasons:
A few years back, regulations for internships changed. That's affected a number of companies and industries.
In order to stay within those regulations, the internship needs to be entirely for the benefit of the student, and needs to be much more an "educational experience."
We need to focus the majority of our developers' time and attention on building the games. That leaves less time for teaching, unfortunately.
I'm currently beginning to work on what could end up as a 3D animation thing. But it's original, a spare time thing, and I have no method of advertising.
If there were, say, a reward guaranteed for the team that revived MQ, well, that'd almost count as a commission. Certainly enough to break my fanfic rule...
And also a more reliable project than my current one, in terms of fanbase and future career. I'm kind of unguided atm.
Please feel free to send your animation my way if/when you finish it. I'd be happy to take a look. @Alina_AE on Twitter or email: firstname.lastname@example.org
I think that from a marketing point of view, a second game will be far better than simply continuing work on the current one. Especially since the platform it is run on is doomed.
That's almost a certainty, given how much the industry has changed. We've discussed options for our web games going forward, and Artix has mentioned that we would love to make new versions of MechQuest, DragonFable, and our other games in the future. For that, we need to finish the server rewrite and create a working engine for an AdventureQuest Worlds: Mobile. That would be designed in a way that would allow us to use it for multiple projects.
but promotion for a concept of something ensures a market. And once a market is ensured, it becomes cost effective to hire more people. Including coders.
The problem here comes in when you do the cost/benefits analysis. (We're getting into the 4th wall breaking, much less fun stuff... but you guys are asking real questions and deserve real answers). The cost of marketing and promotion these days far outweighs the potential gains. The most cost effective way to get new players onto MechQuest is by word of mouth and grass-roots promoting -- that's the game's fans going and telling their friends and anyone else they think might enjoy the game to play it.
Cysero posted some information on these topics a year or two ago, but they still hold true.
< Message edited by Loremaster Maya -- 9/29/2016 2:05:10 >