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Re: Ask the Studio

PostPosted: Sat Aug 01, 2015 9:00 am
by razieltnt
blu3 wrote:the thread is called ask the studio, not ask the wail

at least one gaming studio that I know has been happy with fans answering questions, because they didnt have to answer these themselves.

Re: Ask the Studio

PostPosted: Sat Aug 01, 2015 1:04 pm
by flamemaster368
razieltnt wrote:
blu3 wrote:the thread is called ask the studio, not ask the wail

at least one gaming studio that I know has been happy with fans answering questions, because they didnt have to answer these themselves.


Ironhide doesn't though based on what they said earlier :P

Re: Ask the Studio

PostPosted: Sat Aug 01, 2015 7:43 pm
by wailwail
I said I think, that's what designers usually do :?

Re: Ask the Studio

PostPosted: Sat Aug 01, 2015 9:51 pm
by RZRider
Why is pencils avatar so strange?

Re: Ask the Studio

PostPosted: Sun Aug 02, 2015 5:49 pm
by WizardLord160
RZRider wrote:Why is pencils avatar so strange?


Really? Seems legit to me.

Re: Ask the Studio

PostPosted: Sun Aug 02, 2015 6:25 pm
by xstargaming
RZRider wrote:Why is pencils avatar so strange?


I don't know what you're talking about. I mean, just look at that! It even says its legitimate and everything.

Re: Ask the Studio

PostPosted: Sun Aug 02, 2015 10:11 pm
by RZRider
Why did you choose those pictures for your avatars.

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 1:55 am
by dimumurray
What is Ironhide's stance on the viability of HTML5(Canvas/WebGL) as a game development platform?

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 2:40 am
by RZRider
How much data of internet do you have at the office. Does anyone in the company work from home.how did any of you get in the company.

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 2:02 pm
by johnP
RZRider wrote:How much data of internet do you have at the office. Does anyone in the company work from home.how did any of you get in the company.



I've just showed up the day they opened.

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 4:23 pm
by The_Viking
-On a scale of 1 to 10, how hard would it be to buff/nerf a tower in terms of base damage?
-If it was easy, would you ever consider buffing/nerfing a tower this way? For example, it seems that almost everyone thinks the High Elven Mage could deal more damage.

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 7:39 pm
by VirtualTT
Do you guys have any plans for releasing games on windows? And by "windows" i don't mean steam, i mean windows including windows phone as Windows Store definitely lacks TD games (actually almost everything) right now.

Re: Ask the Studio

PostPosted: Mon Aug 03, 2015 11:52 pm
by AnimeAmino33
Okey uhm. Is there gonna be another series for Kingdom Rush ? After the origins? If so, what are the things that we can expect to be new and when is it possibly gonna be released? I hope u can see my Q

Re: Ask the Studio

PostPosted: Wed Aug 05, 2015 8:19 am
by SairiRM
What are the damage stats for some KR heroes' abilities? (Ignus, Magnus, Denas, etc)

Re: Ask the Studio

PostPosted: Thu Aug 06, 2015 6:54 pm
by The_TaTs
kevin32 wrote:
The_TaTs wrote:the first KR has been our bread and butter for years now... we really, really REALLY want to do something else.


So is Ironhide planning to stop making KR games to focus more on other projects?


We'll do both. We will release a new Kingdom Rush at some point between late 2016 and mid-2017. But only a third of the team is working on it.
The rest of Ironhide is working in 2 different projects... one will be announced in a couple of months, and the other one is still in the brainstorming stage.

Juice Box wrote:So there's something about development teams that I don't get:

I understand the whole thing between programmers and artists. Programmers code, artists draw. But what do designers do? I don't quite get why they're so important. I mean, I'm sort of stuck in the misconception that they're the brainstormers. What else do they do besides that? And in what way are they just as important as programmers and artists? And lastly, which among the three groups--designers, programmers and artists--have the heaviest workload?


A game designer is crucial on any team because it's the person that best understands what makes a game fun or engaging. It's the person that will decide how the "Difficulty curve", the "Frustration Curve" and the "Learning Curve" will be applied in the game. A good game designer knows that after a really tough level, it's good to give the player some breathing room with something easier. Game designers are supposed to understand certain basic aspects of human psychology/behaviour in order to create situations that will incite certain emotions from the player...like. for example, the relation between effort and reward.

Game designers are also responsible for balance, game mechanics, level design and the menu/display options.

A programmer can be very good at making a game work, and an artist at making it visually impressive... but making sure the game provides a truly entertaining experience is on the shoulders of the game designer.

You could also watch some early videos from Extra Credits that talk about the role of the game designer, and how important they are in creating a wholesome gaming experience.

wailwail wrote:Designers make the enemies, the heroes, the story, bosses and everything about the game. The programmers and artists then implement them.. I think

QUESTION TIME! Can you order all of the studio members by age? Who's the oldest? Youngest?


Jose "Pepe" Infantozzi - 54yrs
Gerson Da Silva (Botch) - 43yrs
Diego Lopez (Dilodart) - 40yrs
Leonardo Clavijo - 40yrs
Alvaro Azofra (Vanzen) - 37yrs
Pablo Realini (Lito) - 35yrs
Guillermo Amorin (Cheater) - 35yrs
Ruben Garat - 33 yrs
Agustin Mastalli (Agus) -32yrs
Martin Chaparro (Chapa) - 32yrs
Juan Amorin (TaTa) - 32yrs
Gonzalo Sande (Gonza) - 31yrs
Ariel Coppes (Arielsan) - 31yrs
Juan Andres Nin (Bolin) - 30yrs
Gabriel Artus - 28yrs
Matias Sniadower - 27yrs
Esteban Dal Monte (Esti) - 26yrs
Juan Pais (Pixelsoldier) - 25yrs
Leandro Mesquita (Colo) - 25yrs
Sebastian Guadalupe - 24yrs
Franco Zucchi (Pencil) - 21yrs

Oh, and, Bruno De Leone (Delebru) - 28yrs (But he abandoned us and went to live in New Zealand! T_T)

RZRider wrote:Why is pencils avatar so strange?


It's a self portrait. Like I've said before, he is an actual pencil that walks and talks... so don't be a racist. Pencils are people too... I think... :shock:

RZRider wrote:Why did you choose those pictures for your avatars.


Because it seemed funny at the time... as with other questions, I wish the story was cooler.

False answer: We actually look like the pictures we use for our avatars and all the other photos are just payed actors posing as Ironhide members. We are all weird looking monsters.

dimumurray wrote:What is Ironhide's stance on the viability of HTML5(Canvas/WebGL) as a game development platform?


Edit: Check Bolin's amazing answer a few post below!

RZRider wrote:How much data of internet do you have at the office. Does anyone in the company work from home.how did any of you get in the company.


- Can't know for sure.
- We all work on the studio. No one works from home.
- Each of us entered the studio after passing the Trials in the Pizza Temple of the Nerd Spirits in Mount Gamedon. (Actually, whenever it becomes evident that we need more people, Alvaro, Pablo and Gonzalo simply check our Curriculum archive and conduct a series of interviews for potential candidates... we only hire people living in Montevideo... for practical reasons).

The_Viking wrote:-On a scale of 1 to 10, how hard would it be to buff/nerf a tower in terms of base damage?
-If it was easy, would you ever consider buffing/nerfing a tower this way? For example, it seems that almost everyone thinks the High Elven Mage could deal more damage.


- In mere terms of changing the damage output of either towers or creatures, it's not hard at all. The problem lies with how it will affect balance, and that's not a quantitative notion but a qualitative one... somethings cannot be calculated numerically.

VirtualTT wrote:Do you guys have any plans for releasing games on windows? And by "windows" i don't mean steam, i mean windows including windows phone as Windows Store definitely lacks TD games (actually almost everything) right now.


- We are seriously considering it. For our previous games the problem was that we coded them in iOS native and then port it to Android using Apportable. Now that we are using Unity we could theoretically port our future games to Windows phone. This is not 100% confirmed because there might be unexpected impediments both technical and comercial in nature.
The chances are good, however.

AnimeAmino33 wrote:Okey uhm. Is there gonna be another series for Kingdom Rush ? After the origins? If so, what are the things that we can expect to be new and when is it possibly gonna be released? I hope u can see my Q


Hehehe... that would be telling. You'll have to wait quite a bit before a new Kingdom Rush is even announced. I think I answered here that you can expect a similar feeling and core gameplay, but that we will try to implement new mechanics in order to break from the "This is just the first Kingdom Rush with a new paint job" stigma that affected Frontiers and Origins.

SairiRM wrote:What are the damage stats for some KR heroes' abilities? (Ignus, Magnus, Denas, etc)


Probably not the best thread to discuss this since it's information that we should have made available for our awesome Wiki handlers a long time ago. Sorry about that.

Re: Ask the Studio

PostPosted: Thu Aug 06, 2015 7:40 pm
by MisterX
I have some questions about bug fixing:

1. What is your main source? Do you get posts via mail, facebook or do you browse often the forum? How often do you browse the bug related topics? I know that you have beta testers now but often bugs are noticed after testing and you didn't always have beta testers in the past.

2. Do you have a "timeline" for bug fixes? For example: If they aren't critical, we will only fix bugs if we also release new content.

3. Do you have a list with bugs that still have to be fixed (Bravebark - Rootspiked not spreading correctly on iPhone)? Which bug was the hardest to fix (are there any bugs you couldn't solve)?

Re: Ask the Studio

PostPosted: Thu Aug 06, 2015 7:48 pm
by bolin
dimumurray wrote:What is Ironhide's stance on the viability of HTML5(Canvas/WebGL) as a game development platform?


Personally I think it could, eventually, replace the flash scene given enough time (it won't be soon and it won't be easy). I don't follow flash game development so it's just an assumption, it will depend a lot on big engines like Unity and Unreal pushing forward and being able to export games for html5/webgl. Last time I checked Unity has webgl publishing though it wasn't fully working on all browsers. Having different browser developers and no real standard between them on how each browser does its things make it hard for html5/webgl to catch on.
It is, however, a cool piece of technology and being able to have a 3d application running inside a browser is neat and has lots of interesting uses.

ps: I'm 29 until November. Not that I care about being 30... just getting the facts straight :)

Re: Ask the Studio

PostPosted: Thu Aug 06, 2015 7:59 pm
by Big Bad Bug
As someone who is going to soon delve into learning code, I'm very unlearned in contemporary game design and really don't even quite know what to ask for other than advice.

I want to make original games, of course, with unique concepts that will make them stand out in the market. I know that game design, like all art, is more about the execution than the inspiration, and that doing things alone is nigh impossible. Communication is key, understanding long term finances will have a big impact when making decisions. The limitations of time, money, and technology are things that I have to figure out how to make the most of constantly. Experimentation is key, and mistakes will be made. No game can ever be perfect for everyone, but the goal is try to get as much done, and hopefully done right, as possible.

I feel as though there's a lot I don't get, because of the answers you guys have to certain things introduce a lot of new concepts to me, but I can't put it into any words other than: What am I missing, and how can I learn more about it?

Re: Ask the Studio

PostPosted: Fri Aug 07, 2015 12:58 pm
by Pencil
BBB, go check Extra Credits on youtube. They're almost as good or even better than most game design books, and their videos are presented in a fun, digestible format.

For your first games you could just follow tutorials and tweak the result to have a bit of a different spin, that's what I did in my early game designer years. Also, feel free to pm me if you have an idea you want to bounce around or any doubt. I work as an artist in Ironhide, but I'm studying game design in college and even know some programming myself, so I like to think that I'm a pretty good all-rounder (even though visuals are definitely my strong suit).

Re: Ask the Studio

PostPosted: Fri Aug 07, 2015 1:41 pm
by wailwail
BBB HATES Extra Credits for some reason..