

I really don’t want to design nor play games that are made for revenue optimization and player retention instead of just giving you a chance to enjoy yourself. I love how accessible mobiles are but hate the revenue models of free-to- play games. Patrick Klug: I definitely have a love/hate relationship with mobile gaming. I’d definitely like to keep the story up to date but for some consoles I think it’s better to wait a while longer and see what effect they have on the industry before jumping ahead and adding them in.ĭo you think the mobile market is where the games industry is heading? With the mobile release we now added the ‘Swap’ to the game and it was great that there was an interesting story to go along with that (hint: bitter cartridges). Patrick Klug: When we did the Steam release we added a few fictional future consoles but our predictions weren’t always on point and we completely missed to add a future console for Ninvento.
#Tavern keeper greenheart games update#
Will you continue to update and support the game into the foreseeable future? I’ve noticed there are quite a few new consoles present in the game's main career mode, especially the PS5 towards the end of the 35 years, that weren’t present on my first play through of the game many years ago. Sure it has a ‘only one more game’ drive to it but you can stop gameplay at any point when you need to focus on something else and resume again when you have the time without much friction. Patrick Klug: It’s a game that you can play at your own pace. What do you think makes Game Dev Tycoon such a great match for the mobile market?

I found the pick up and play nature of it quite addictive, even going so far as to play the game before bed each night. I recently played through the game in its entirety while travelling across Japan these last two weeks. So we tested and optimized a lot, always thinking about this trade-off, and we hope players will enjoy what we have come up with. Rainer Angermann (Rarebyte): Creating a game for mobile devices that delivers a good user experience in terms of both performance and battery usage is always a challenge, especially because there are many devices to take into account. How did you find the work on porting Game Dev Tycoon to mobile platforms? I understand there are different constraints to take into consideration, such as trying to get the CPU into a low state of utilisation often to save battery life. We ended up with a largely new UI that doesn’t just add a lot of icons but also adds a few important changes such as an improved way to highlight in-game messages and news to the player.
#Tavern keeper greenheart games Pc#
Patrick Klug: The PC version offered a good start because it is touch-friendly and manages to work without tooltips or any other elements that wouldn’t be possible on mobile, but even with such a base we spent a lot of time to iterate the mobile UI. The PC version of Game Dev Tycoon relied heavily on clicking on elements on a scene using a mouse, so did you find the transition to mobile hard at all considering that touch input is nearly identical to mouse in this respect? Hi all at Greenheart Games! Thank you for taking the time out of your busy schedules to answer some questions about your new iOS port of one of my favourite sim games, Game Dev Tycoon.

So, with the help of Patrick Klug (Greenheart Games' co-director) and Rainer Angermann (Rarebyte co-founder, co-developer of the port), I reached out and asked some questions to follow-up. I jumped at the chance, and found that the mobility of the game didn't detract from any of its appeal while I was travelling across Japan. I was recently e-mailed about an opportunity to play through the iOS version of Greenheart Games' first game, Game Dev Tycoon, a long-time favourite of mine on PC, and send out a few questions to the developers about the game and its transition to the mobile platform.

By VGChartz Staff, posted on 09 December 2017 / 3,203 Views
