Today we talked to the developers of one of the most interesting games being developed in Russia — Lessaria: Fantasy Kingdom Sim, which is a direct continuation of Majesty's ideas.
The project authors talk about how the idea was born, why they had to choose between different development paths, and how the logic of the heroes is structured — from character progression to their behavior and artificial intelligence.
We discuss the role of neural networks in game creation, problems with AI degradation, and how developers find publishers. We raise questions about mistakes typical of indie teams, fundraising, and the importance (and at the same time, the limited usefulness) of media and bloggers in promotion. In the finale, we talk about the future of the project: multiplayer, release plans, and work experience between Minsk and St. Petersburg.
- 00:00:00 Introduction
- 00:00:43 Our Majesty - Lessaria: Fantasy kingdom sim
- 00:02:12 Alexander-programmer
- 00:04:32 Not quite Majesty. Two development paths
- 00:10:00 Logic of heroes
- 00:15:21 Players ask for a dungeon
- 00:18:18 Progress of heroes
- 00:20:18 AI of heroes
- 00:23:41 "We don't get кайф from the game"
- 00:26:31 Where the money comes from
- 00:28:39 How the plot is built
- 00:31:05 Love for Majesty
- 00:34:11 Neural networks and development
- 00:37:37 Degradation of AI in games
- 00:41:45 How they found a publisher
- 00:42:59 Sudden publisher
- 00:44:34 How he got to Lessaria
- 00:47:49 Developer mistakes
- 00:49:05 Neurolaboratory Wargaming
- 00:53:54 Typical mistakes of our developers
- 00:58:36 The importance of media and bloggers in promoting games
- 01:01:20 How to get bloggers
- 01:05:30 Discipline, courage and dementia
- 01:08:29 Testing Steam pages
- 01:09:44 Uselessness of the media
- 01:14:18 Reaching out to the West and East
- 01:18:45 One year before release and multiplayer
- 01:21:25 St. Petersburg-Minsk