December 14, 2013

Latest News: Greenlight Video, Level Editor Tools and Screenshot Saturday!

What's up folks!

 Lately we´ve been playing a lot of Adventurezator! There's nothing better than making a game that can always surprise you in different ways. To prove how awesome our game is, I'm posting 2 videos here today.

  Greenlight Dreams! Check out this cutscene!
 
This one was made entirely using our "Cutscene Creator", what is this you ask? The Cutscene Creator is a standalone tool that you can download and create cutscenes in an easy and intuitive way, oh and it is free of charge! Just download and start playing around to create some cool stuff! 
If you didnt got the message, check this link and vote for us!

Now this one is full of awesomeness. You can check out the latest timelapse video of our Level Editor. The tool is getting better and better and we are working hard to make it as easy to use as it can be.                                                 


 Vote for us on Greenlight! 

Check out our homepage! 

And for this ''Screenshot Saturday'' I'll be posting a pretty nice concept/render of our Child Actor that you will be able to create with Advz Actor Creator.


It'a a boy that is also a girl!!


Stay tunned for more tastefull stuff in the next update.
Cheers!

December 7, 2013

December 2, 2013

December Update - SuperBRJam!

The December Adventurezator update is out - we show you our SuperBRJam entry, animation state machines, and other pretty stuff. Go check it out! http://bit.ly/advzUpdtDec13

November 12, 2013

November Update - Sidequest Complete!

The monthly Adventurezator update is out - we show you pretty things, a new cartoony outline, a new cutscene, and all that good stuff. Go check it out! http://www.kickstarter.com/projects/petrucio/adventurezator-when-pigs-fly/posts/659441

November 4, 2013

Rapidinha de segunda-feira: porque não fazer o jogo em pt-br?

Esse update é destinado aos jogadores brasileiros, pra responder ao que acho ser o questionamento mais comum de gamers brasileiros sobre jogos feitos por empresas brasileiras: "Se a empresa é brasileira, porque não fazer o jogo em português?". Resolvi responder em uma postagem aqui no blog, assim posso redirecionar pra cá sempre que ver alguém perguntando sobre isso em outro lugar.

A resposta é muito simples: fazer jogos custa uma bela grana, e não temos gamers brasileiros pagantes em quantidade suficientes pra justificar fazer um game somente em português. Muitos vão discordar dessa afirmação, mas aguenta firme que eu ainda vou expandir essa idéia.

Fazer um jogo que seja facilmente localizado adiciona uma gordura adicional de complexidade, e aumenta o custo e o tempo de desenvolvimento. Para um jogo com fundos limitados e de uma empresa ainda não estabelecida, como é o caso do Adventurezator e da Pigasus Games, na minha opinião é mais seguro implementar o jogo em apenas uma língua, e depois localizar conforme o sucesso dele sugerir que seja economicamente viável. Na verdade essa decisão também depende bastante se o jogo é um jogo de 'long-tail' ou de 'short-tail', mas acho que não faz sentido eu sair do foco pra expandir sobre isso agora.

Durante a nossa campanha no Kickstarter, a diferença de comportamento dos brasileiros ficou bem clara. Deu pra ver que temos sim, muitos brasileiros interessados por jogos - depois que saiu uma matéria sobre a gente no Arena IG, tivemos MUITAS visitas à nossa página no Kickstarter - em dois dias tivemos o mesmo número do visitas que tivemos nas duas semanas anteriores! O crescimento da grana recebida, no entanto, foi quase imperceptível. A nossa taxa de conversão (percentual de pessoas que doavam após terem assistido o vídeo) antes da matéria era ótima pra uma empresa desconhecida, de cerca de 10%. Mas a taxa de conversão dessas visitas de brasileiros vindos do Arena IG era menor do que 0.5%!

Entendo que o site estava em inglês, e necessitava de um cartão de crédito internacional pra fazer a doação, mas isso não é o suficiente pra justificar uma diferença tão grande. Outros desenvolvedores brasileiros já focaram esforços em fazer seus jogos em português, com foco de marketing pro lado de cá, reportando quase metade dos downloads de seus jogos vindos de brasileiros, mas com uma taxa de conversão 10 vezes menor quando comparados aos americanos.

A triste realidade é que comparativamente, os brasileiros ainda não tem a cultura de pagar por jogos quando possível. Creio eu que pra ser economicamente viável, um jogo focado em português teria que usar o modelo freemium ou de assinatura - eu evito ambos tanto como jogador como desenvolvedor, por diversos motivos que não vou entrar agora. Até que os brasileiros nos provem o contrário (com a carteira, não com comentários furiosos), temos que focar o nosso curto tempo onde tudo indica termos as melhores chances de obter sucesso.

Caso o jogo tenha sucesso, a localização pra português com certeza vai ser a primeira a ser feita. Nada nos deixaria mais feliz do que ter o jogo em português com uma base saudável de usuários brasileiros pagantes jogando ele.

Mas se os brasileiros querem mesmo ver mais jogos sendo feitos de brasileiros para brasileiros, a mudança de comportamento tem que começar por eles - eu estou fazendo a minha parte, e não baixo um jogo pirata ha mais de 3 anos. E você?

October 23, 2013

Quickie - Alpha Status

The Alpha build is done since saturday, but we're still finishing up some things with the Humble Bundle folks on the Humble Store side of things, and should have the goods ready for you any day now. Sorry about the extra delay.

October 15, 2013

Monday Quickie - October 14th

The good news: we are planning on starting the Alpha later this week

The bad news: because of that, there's no monday quickie today. Well, you know, other then this one.

October 8, 2013

Monday Quickie - October 7th

Cutscene Creator Standalone!

In this Monday Quickie, we announce that we'll be releasing a standalone version of the Cutscene Creator soon after the Alpha release - probably simultaneously.

We had previously decided to hold it off until it was completely finished (it's currently close to 90%, there's only one feature remaining, and a few fixes), but we have decided to release it now, so everyone can start creating some cutscenes sooner rather than later.

It will also not have automatic uploading to YouTube, something we'll be adding later. It may have automatic recording so you don't need to rely on fraps to capture stuff, but I'm still not sure about that.

I just need to integrate our feedback system, our update checker, and make a separate installer for it, and it should be good to go.



October 1, 2013

October Update

Adventurezator's monthly update for October is out:
http://www.kickstarter.com/projects/petrucio/adventurezator-when-pigs-fly/posts/615819

We talk Alpha Status, Super BR Jam, Ore-orders, and The Ballads of Reemus. Check it out!

September 24, 2013

Monday Quickie

On this Monday quickie (a day late, as usual...) Morais shows concept and modelling of another actor, and Petrucio shows the new website for the Adventurezator:
http://pigasusgames.boards.net/thread/11/monday-sep-23th


August 26, 2013

Monday Quickie - Aug 26th

Alpha

Alpha testing will begin in September, in a few weeks. We'll try to post a bigger update on kickstarter at the start of each month, so next monday we'll have more info about it.

Rewards & T-shirts

Since some of our physical rewards need to wait until release, we are going to be making the T-shirts closer to release next year also. Handling all the physical rewards at the same time will save us a lot of time.

Doing

Quick screenshots of what we are doing this week:




July 30, 2013

Forums!

We now have a Pigasus Games forums up and running! It's a bit empty now, so go out there and start making some noise!
http://pigasusgames.boards.net/

We should also be posting more stuff into this here blog, so go ahead and subscribe now - there should be some links on your right column there to get you subscribed.

That's it! Mmmm, doesn't feel right. Needs more stuff.

Ah, what the hell, I don't have more stuff to say. That's it. Bye.

March 20, 2013

GDC Misadventures



Hey everyone!

Just want to let you guys know that our brave pigasusnauts embark on their journey to GDC today! Both Petrucio and Wagner are on their way to San Francisco and we wish them the best!

And i like i said on our previous post, they better bring lots of pics or they can gtfo!

For more information about GDC, our project and goofy stuff check our twitter!

Till next time! =D

February 27, 2013

Pigasus HQ!


Hey everyone!

We're happy to anounce that Pigasus will be attending GDC 2013! Expect more information about our project and about the conferece itself, once our brave developers come back from their trip! (And they better bring pics or they can gtfo!)

Also we'll be starting a "meet team pigasus" (in case you're wondering, yes, we are valve fans) bringing you more details about our mighty developers! Yes, all four of them! Can't wait? Me neither!

On top of all that, we have a special bonus for you guys today, a quick look at the place where the magic happens! Enjoy!

This our task board and that's our CTO right there! Probably with more tasks for us... That's why he has that evil and twisted grin on his face.

Work, Work!

Sketches everywhere!

This is the famous "Pigasus Lounge"! It's our version of a google workspace!
(Maybe you haven't noticed, but we're still working on it!)

January 3, 2013

Hi!

Welcome to the pigasus dev blog!

We'll be using this space to share with you some thoughts about the development of our games, post news about them, and to talk a little about stuff we find interesting! And since this is our first post, let us tell you (spam you actually) where you can get information about our games and about us!

https://www.facebook.com/pigasusgames
http://twitter.com/pigasusgames
http://www.pigasusgames.com (You probably found about this blog from our site, but if you didn't, go there right now and read all about our game and about our company!)

That's all for today, thanks for reading and see you all later! =D