What changed
0 fixes0 additions1 change0 removals
changedThis is the beginning of a series where we (I, Eyoel or Anna) will share our progress of PGM 2 with the community. We will also start to showcase artwork for the game, give you a chance to ask questions, give feedback or present your suggestions to us. Tdlr; See summary at end of text. Basically, a beginning for us to come even closer to what you guys want too see happening with the game as we continue the development of PGM 2. This first post will be quite lengthy as we’ve come quite a way on this project since we last shared something with you. But if you are not the kind of person that are into reading long texts, you will find a short summary at the end of the text :) So, where do I start? Well, by being humble and saying a heartfelt thanks to all of you who continues to support and give us energy to work on this project! We know that we f***ed up hard last year, vastly underestimating the amount of work needed to fix the original game. But we learned a lot from that. Since the beginning of the year we have been working hard on the sequel, finding the right people to expand our team with, changing ownership of the company as well as a lot of important behind the scenes organizational stuff. And now we feel we’ve reached the point where it’s time to present to you guys what the game is going to be about. We sifted through all the feedback and issues the community had with the original game to set up our game plan. One of the major issues with PGM was the RNG element in the game. Other major things were a lack of depth, tutorial or explanations on how things worked making it hard to play if you weren’t already familiar with the terminology used in the game. So how is PGM 2 going to be different? Instead of dividing the game into gamer and manager we’ve chosen to focus primarily on the manager aspect of the game putting you, the player, in the driver seat. You get to act as a “god” and as such get to control all the players on your team, either micromanaging their every move or letting them go about their business, taking care of their own needs, praying that things don't go to south. We have split the game into two major parts, one is the house and the other is the arena. To keep this post from running way too long, we will only cover the house part in this update, saving the arena for the next dev blog. Pro Gamers This, to us, is the heart and soul of the game. This includes anything from the purely managerial parts of running the organization such as buying and selling players, playing matches in league and tournaments, keeping an eye on salary caps coming up next season, winning grand prizes and much much more. Apart from this we wanted to use this opportunity to create something much more engaging, something that gives more depth as well as giving the game a more unique touch. That’s why we’ve given every character in the game their own unique setting of personality traits, abilities and skills. Emotions and needs that needs to be fulfilled, both social and more basic like food. As much as the pro gamers are individuals, they also need to
Pro Gamer Manager changes
changedThis is the beginning of a series where we (I, Eyoel or Anna) will share our progress of PGM 2 with the community. We will also start to showcase artwork for the game, give you a chance to ask questions, give feedback or present your suggestions to us. Tdlr; See summary at end of text. Basically, a beginning for us to come even closer to what you guys want too see happening with the game as we continue the development of PGM 2. This first post will be quite lengthy as we’ve come quite a way on this project since we last shared something with you. But if you are not the kind of person that are into reading long texts, you will find a short summary at the end of the text :) So, where do I start? Well, by being humble and saying a heartfelt thanks to all of you who continues to support and give us energy to work on this project! We know that we f***ed up hard last year, vastly underestimating the amount of work needed to fix the original game. But we learned a lot from that. Since the beginning of the year we have been working hard on the sequel, finding the right people to expand our team with, changing ownership of the company as well as a lot of important behind the scenes organizational stuff. And now we feel we’ve reached the point where it’s time to present to you guys what the game is going to be about. We sifted through all the feedback and issues the community had with the original game to set up our game plan. One of the major issues with PGM was the RNG element in the game. Other major things were a lack of depth, tutorial or explanations on how things worked making it hard to play if you weren’t already familiar with the terminology used in the game. So how is PGM 2 going to be different? Instead of dividing the game into gamer and manager we’ve chosen to focus primarily on the manager aspect of the game putting you, the player, in the driver seat. You get to act as a “god” and as such get to control all the players on your team, either micromanaging their every move or letting them go about their business, taking care of their own needs, praying that things don't go to south. We have split the game into two major parts, one is the house and the other is the arena. To keep this post from running way too long, we will only cover the house part in this update, saving the arena for the next dev blog. Pro Gamers This, to us, is the heart and soul of the game. This includes anything from the purely managerial parts of running the organization such as buying and selling players, playing matches in league and tournaments, keeping an eye on salary caps coming up next season, winning grand prizes and much much more. Apart from this we wanted to use this opportunity to create something much more engaging, something that gives more depth as well as giving the game a more unique touch. That’s why we’ve given every character in the game their own unique setting of personality traits, abilities and skills. Emotions and needs that needs to be fulfilled, both social and more basic like food. As much as the pro gamers are individuals, they also need to
This is the beginning of a series where we (I, Eyoel or Anna) will share our progress of PGM 2 with the community. We will also start to showcase artwork for the game, give you a chance to ask questions, give feedback or present your suggestions to us. Tdlr; See summary at end of text. Basically, a beginning for us to come even closer to what you guys want too see happening with the game as we continue the development of PGM 2. This first post will be quite lengthy as we’ve come quite a way on this project since we last shared something with you. But if you are not the kind of person that are into reading long texts, you will find a short summary at the end of the text :) So, where do I start? Well, by being humble and saying a heartfelt thanks to all of you who continues to support and give us energy to work on this project! We know that we f***ed up hard last year, vastly underestimating the amount of work needed to fix the original game. But we learned a lot from that. Since the beginning of the year we have been working hard on the sequel, finding the right people to expand our team with, changing ownership of the company as well as a lot of important behind the scenes organizational stuff. And now we feel we’ve reached the point where it’s time to present to you guys what the game is going to be about. We sifted through all the feedback and issues the community had with the original game to set up our game plan. One of the major issues with PGM was the RNG element in the game. Other major things were a lack of depth, tutorial or explanations on how things worked making it hard to play if you weren’t already familiar with the terminology used in the game. So how is PGM 2 going to be different? Instead of dividing the game into gamer and manager we’ve chosen to focus primarily on the manager aspect of the game putting you, the player, in the driver seat. You get to act as a “god” and as such get to control all the players on your team, either micromanaging their every move or letting them go about their business, taking care of their own needs, praying that things don't go to south. We have split the game into two major parts, one is the house and the other is the arena. To keep this post from running way too long, we will only cover the house part in this update, saving the arena for the next dev blog. Pro Gamers This, to us, is the heart and soul of the game. This includes anything from the purely managerial parts of running the organization such as buying and selling players, playing matches in league and tournaments, keeping an eye on salary caps coming up next season, winning grand prizes and much much more. Apart from this we wanted to use this opportunity to create something much more engaging, something that gives more depth as well as giving the game a more unique touch. That’s why we’ve given every character in the game their own unique setting of personality traits, abilities and skills. Emotions and needs that needs to be fulfilled, both social and more basic like food. As much as the pro gamers are individuals, they also need to