Guest Post: The origin of Daeva Theory Studios

Many of you will know Artur Moreira, who’s a Protuguese game developer and also goes by the nickname Grimshaw on the SFML forum and other places. He recently released his first game through is newly founded indie company Daeva Theory Studios (former www.daevatheory.com) and since he’s a good friend of mine, I thought it would be nice to hear his story on the development process. Without further ado here goes the first guest post on this blog:

Hello! My name is Artur Moreira. I am the founder of Daeva Theory Studios, a startup games company which is already established with a published game, but is still trying to find its place in the world.

Our first game, Terra: Rise of Mankind, was an attempt to explore a mix of genres, in a rather experimental perspective of the world. This is a 2D game where you take control of a planet, being able to build structures, space ships and use them to combat in space battles! The game is quite unique, so it was very hard to get it right, even though I think it has its flaws. It feels like an RPG in some ways because you need to level up by obtaining experience, which unlocks new things to make you stronger or richer. The space ships also evolve as they gain experience, becoming stronger. However, I think the game feels even more like a real time strategy game, because of the way you move your ships and fight the battles.

Android app on Google Play

In sum, this was a vision of a game I had and started improving on it over time. Had I not been so naïve in the beginning, it would have probably turned out a way better game. There was a bad planning in the start, some bad designs which eventually had to be removed and replaced and overall productivity faults along the road. I guess this is normal for someone still beginning, creating his first commercial game, so I just learned my lessons and kept going in the direction of better games. Either way, I thought someone else could benefit from knowing on what I failed and what I’d do differently.

Now that we published our first game and can now be called an independent games company, I wanted to share our experience up until this point, as well as the conclusions we made through development. It would be great if any of my tips could favor you and help your life in some way.

And here goes the first tip:

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