What we will be doing, however, is creating smaller games. What we mean by "smaller" is a project that a team our size can develop. Some ideas include:
- An arena shooter in the vein of the classic arena FPS games, but with modern graphics, smoother gameplay, and the integration of certain strategic elements to create a game that recaptures the "good old days" of FPSes, but adds the ability for the players to create epic moments of their own.
- A partially open-world multiplayer space shooter involving a combination of resource gathering, PvE, and PvP combat. We're not sure if it would be possible for us to be able to afford making this an MMOG like we hope to, but if we can't do this, we could probably pull off making it so it's 32 vs 32 player team combat, or maybe even 64-player FFA. This would tie in, story-wise, with the sci-fi/apocalyptic fantasy series that I've been working on ideas for (Project Unbekannt).
- A festive PC and mobile game based around the Thanksgiving season. We are definitely going to be developing this, and we initially planned to have it out a week before Thanksgiving 2015, but due to a late start, we're going to have to bump it back until next year at the earliest. We also don't want to reveal too much, as this game is a simplistic-yet-addicting concept that might actually make it somewhere.
- A 3D remake of Mar-Bles with larger environments, trickier level design, and nicer graphics; this would probably be easiest to launch as a cross-platform game, including mobile if it's a viable option for us financially. We will definitely be doing this at some point, but there's no guarantees on whether or not this will be the first thing we do. It will be a 3D remake with additional levels, larger structuring, better and more realistic physics, etc. We'd aim for a single- and multiplayer element, and the platforms we hope to reach with this would be PC and Android, perhaps iOS and Mac. We may even be able to get it onto Linux.
With Epic Games making Unreal Engine 4 free to use and with such a low royalty rate, we have officially transitioned to using Unreal 4 for ALL of our games after Ilxder 1, unless there's a specific need for another engine. It's an easy-to-use engine with plenty of features that will really help us in our endeavor to create revolutionary, fun-as-crap video games. So thank you Epic, we really appreciate it!
We also appreciate the patience our fans and followers are displaying, as we haven't exactly been very open with what we've been up to.. well, because quite frankly, we haven't been up to anything aside from some brainstorming sessions. We're working on testing a different development method where our development will be far more cohesive and cooperative than it has been in the past, hopefully resulting a more well-rounded and polished product, with quicker development time. We have met with some obstacles in our personal lives, and while we wish we could do this all the time, we simply can't at this point. Rest assured, though, we have some killer ideas and ambition. We hope to put some of these ideas to the test as soon as possible.
PS - Look out for a blog post coming soon on the DynaDim Media website for updates on some of the ideas we have for the future of DynaDim Media as a whole. :)