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A new dev team member

2014-09-17 General
We are happy to introduce a new team member : “Mick” (Mickaël Parisot is his real name).
You can find a summary of his profile on the “Team” page of the website here.
Hiring a new developer was planned but not so quickly, but meeting Mickaël before summer, was a wonderful coincidence. Given his generalist profile with a predilection for networking, his video game development experience and his human contact, we didn’t need a long reflection time to decide to hire him!

For those of you who know it, he his the creator of WonderWorld, an independant 2D game project which has lot in common with Planets³.
He has now dropped this project in favor of Planets³.

He has started working with us at the beginning of September and he will be in charge of the implementation of Planets³ network layer. Also he actively participates to the game design and code architecture.

The team with Mick
Guyk / NeoM / Mick / Altalus
Reymantha / CodingMarmot


Since the release of the prototype, the dev team has started a long design and development phase, the goal being multiplayer addition and rendering optimization.

Meanwhile the artistic team started to iterate through the different biomes (animals and vegetation).

Animasia exhibition

2014-09-09 General
As you may have seen on the homepage of our website, we’ll be at the Animasia exhibition at Bordeaux in France the first weekend of october.

We’ll have a little stand inside the “Forum Emploi Numérique” space on the ground floor.

Animasia

Give a license

2014-08-25 General
For all of you who ordered (or will order) multiple licenses of the game, you now have the possibility to give a license to another person (identified by his/her email address, whether or not he or she has already created a Planets³ account).

You will find this option in your customer account here:
https://www.planets-cube.com/my-account.html

For people who have supported the project on Kickstarter:


You must have a Planets³ account in order to be able to give your Kickstarter extra licenses.

If you didn't already register your account, please follow this link:
https://www.kickstarter.com/projects/1247991467/planets3/posts/862093

The first arrivals

2014-05-11 General
This week we’d like to share a picture with some of the team members in front of the studio’s office.

Reymantha, NeoM et Altalus
From left to right: Reymantha, NeoM and Altalus


Reymantha just moved from London and will be joining us in a few days. Altalus is new in the team, until now he was working with us in freelance, but we decided to hire him as web developer. He has entirely developed our website and will be in charge of it’s continuous improvement. He’s currently integrating the backers data in our system, and will be developing the forum in a few weeks.

Backers Distribution

2014-04-27 General
This week we’d like to present you some statistics about Planets³'s Kickstarter campaign and more specifically the 13 first countries in number of backers:

  • No big surprise there, the large majority of the backers come from the United States (38%)
  • As French ourselves we are proud that France is the second most represented country with 13%
  • 11% of the backers didn’t answer to the survey


Backers Distribution

We know that people of some countries (especially in Europe) couldn’t take part in the Kickstarter campaign because, in their country, having a credit card isn’t that common. So we really are curious to see how this distribution of backers will evolve with our online store (that you can find on our website: http://www.planets-cube.com).

As previously stated, we have had an issue preventing people to pay in USD on our website, we resolved the problem for the direct payment by credit card. However the paypal option still doesn’t work in USD, we are still waiting for a response from our bank.

As for the technical progression, we are updating the version of the libraries we use to the latest versions (Boost and Ogre 3D). Updating the version of Ogre improved the dynamic shadow rendering even if some work is still required on that subject. We also added the possibility to use Direct3D 11 (for now the prototype only worked with Direct3D 9) but this is still a work in progress. It is already possible to use OpenGL (which is required for the Mac and eventually the Linux version of the game), but it still requires some tweaking of the shaders to get the same results as with Direct3D 9.
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