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Steam News17 May 20197y ago

Interview with IFGN about Home Plate Baseball

Please see: https://ifgn.com/an-exclusive-interview-about-home-plate-baseball/ Here are the answers to questions. Question One Q: What was the inspiration behind your game?

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Full Home Plate Baseball update

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addedPlease see: https://ifgn.com/an-exclusive-interview-about-home-plate-baseball/ Here are the answers to questions. Question One Q: What was the inspiration behind your game? A: Around 2015 I watched every game the Kansas City Royals played (I’m from Kansas City) and at times would get annoyed with the calls the Umpires were making. I made Umpire simulator( https://www.kongregate.com/games/beep2bleep/umpire-simulator https://store.steampowered.com/app/599070/Umpire_Simulator/ ) to see how difficult it is to make MLB speed Umpire calls. Spoiler: It’s pretty hard. I eventually made it for GearVR/Oculus Rift and tried to get it into the store. I was rejected so I ended up adding more and more modes (home run derby, catch game, shooting game, 3 inning baseball) and tried to get it in the Oculus Mobile and Desktop stores as Bleeping Baseball then Home Plate Baseball. In all cases it was rejected. I decided to just pull the plug and publish on Steam, so I published Home Plate Baseball on steam. Question Two Q: Tell us a little bit about your team/studio. A: I’m the sole developer, I have a full time job, so I work on nights and weekends. Question Three Q: How long has the game been in development? A: I’ve been a professional C# developer for about 15 year and have been working on games/Unity for about 10 years. Home Plate Baseball Question Four Q: According to you what is the most interesting thing about the game? A: On hard mode Home Plate Baseball has MLB accurate pitches (85-100 MPH) and you can try catching, hitting, and shooting full speed pitches in VR. I fudge a bit by making the collider for the bat a bit larger (about 3 times the diameter) than the bat because I found when I had a MLB accurate pitch, bat and ball it was nearly impossible to consistently hit. Question Five Q: What are your future plans for the game? A: I’m looking at porting to the Pico G2/Vive Focus. At this point I don’t plan on expanding the SteamVR version.

Home Plate Baseball changes

addedPlease see: https://ifgn.com/an-exclusive-interview-about-home-plate-baseball/ Here are the answers to questions. Question One Q: What was the inspiration behind your game? A: Around 2015 I watched every game the Kansas City Royals played (I’m from Kansas City) and at times would get annoyed with the calls the Umpires were making. I made Umpire simulator( https://www.kongregate.com/games/beep2bleep/umpire-simulator https://store.steampowered.com/app/599070/Umpire_Simulator/ ) to see how difficult it is to make MLB speed Umpire calls. Spoiler: It’s pretty hard. I eventually made it for GearVR/Oculus Rift and tried to get it into the store. I was rejected so I ended up adding more and more modes (home run derby, catch game, shooting game, 3 inning baseball) and tried to get it in the Oculus Mobile and Desktop stores as Bleeping Baseball then Home Plate Baseball. In all cases it was rejected. I decided to just pull the plug and publish on Steam, so I published Home Plate Baseball on steam. Question Two Q: Tell us a little bit about your team/studio. A: I’m the sole developer, I have a full time job, so I work on nights and weekends. Question Three Q: How long has the game been in development? A: I’ve been a professional C# developer for about 15 year and have been working on games/Unity for about 10 years. Home Plate Baseball Question Four Q: According to you what is the most interesting thing about the game? A: On hard mode Home Plate Baseball has MLB accurate pitches (85-100 MPH) and you can try catching, hitting, and shooting full speed pitches in VR. I fudge a bit by making the collider for the bat a bit larger (about 3 times the diameter) than the bat because I found when I had a MLB accurate pitch, bat and ball it was nearly impossible to consistently hit. Question Five Q: What are your future plans for the game? A: I’m looking at porting to the Pico G2/Vive Focus. At this point I don’t plan on expanding the SteamVR version.

Please see: https://ifgn.com/an-exclusive-interview-about-home-plate-baseball/ Here are the answers to questions. Question One Q: What was the inspiration behind your game? A: Around 2015 I watched every game the Kansas City Royals played (I’m from Kansas City) and at times would get annoyed with the calls the Umpires were making. I made Umpire simulator(https://www.kongregate.com/games/beep2bleep/umpire-simulator https://store.steampowered.com/app/599070/Umpire_Simulator/) to see how difficult it is to make MLB speed Umpire calls. Spoiler: It’s pretty hard. I eventually made it for GearVR/Oculus Rift and tried to get it into the store. I was rejected so I ended up adding more and more modes (home run derby, catch game, shooting game, 3 inning baseball) and tried to get it in the Oculus Mobile and Desktop stores as Bleeping Baseball then Home Plate Baseball. In all cases it was rejected. I decided to just pull the plug and publish on Steam, so I published Home Plate Baseball on steam. Question Two Q: Tell us a little bit about your team/studio. A: I’m the sole developer, I have a full time job, so I work on nights and weekends. Question Three Q: How long has the game been in development? A: I’ve been a professional C# developer for about 15 year and have been working on games/Unity for about 10 years. Home Plate Baseball Question Four Q: According to you what is the most interesting thing about the game? A: On hard mode Home Plate Baseball has MLB accurate pitches (85-100 MPH) and you can try catching, hitting, and shooting full speed pitches in VR. I fudge a bit by making the collider for the bat a bit larger (about 3 times the diameter) than the bat because I found when I had a MLB accurate pitch, bat and ball it was nearly impossible to consistently hit. Question Five Q: What are your future plans for the game? A: I’m looking at porting to the Pico G2/Vive Focus. At this point I don’t plan on expanding the SteamVR version.

Source

Steam News / 17 May 2019

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