

#Cccp project dead update#
I also can not update or change anything, since I don't really know much about modding. If the owner, OliveD, would like me to remove this, then send me a message or friend request and I will. I am placing it here, as it is one of my favourite mods.
#Cccp project dead mod#
I did not make this, but the creator hasn't logged on to the Data Realm mod forum for well over a year. Here is the description as provided by Edward Nigma in his steam workshop upload: The tank shouldn't take the game down with it when it dies anymore :) And I’m already SO excited about the next things we will be able to do… I fear that a lifetime won’t be enough for me to make all the games I want to make, but… I’ll do my best.A CCCP conversion of my favourite mod, developed by OliveD, uploaded onto the steam workshop by Edward Nigma, and converted for CCCP by myself.įor those who are familiar with the mod and its tank bug, I have applied the fix provided by Arkman from the Data Realms Fan Forums. We will soon be releasing our 3rd game, The Last Spell, and we are working on other new surprises… In 5 years, we went from 3 people working on a small ~100k€ budget indie game, on nearly 15 people working a ~1M€ budget game. So to conclude this short introduction to Ishtar Games, it’s been 16 years but for me it’s just the start of the journey. Oh sure the work is hard, the games we make are insanely complex, the day-to-day challenges I have to overcome are exhausting, but… That’s what I want to do, for a billion years! But more than that, I do it with people that I like. It was to work on these games.Ĭreatively, I am doing everything that I ever wanted. I found again why I was making all of this. I recall the launch party we had, and the smile on the faces of the new people who joined us on the team. Dead In Vinland was another big step for us, the realization of the little spark we ignited. We expanded the team, we expanded the budget, we expanded at our own pace, carefully, but with confidence. Not much, but enough to drive us farther, longer.

We worked on patching the game, and soon after that we worked like crazies to make happen a second game, but now with some confidence, some certitudes. It was not a hit, we didn’t have millions of players but we didn’t care, the game had flaws but it was just that: a game, like others, which gave pleasure to people, and sometimes even made them feel for the characters and story we created.Ī sigh of relief, and the spark lit my fire again. Real players, not our close friends, real people that we didn’t knew and were – omg – enjoying their time The surge of adrenaline at that time, the afflux of energy you get is… you can’t put words on it. I recall the joy of seeing the first reviews and messages from players on Steam. I recall the utter terror before pressing the fateful “release” button on Steam, my mind was completely blank, I never had so little certitudes about if the game was “fun” or even “working” as a mean of entertainment in my life. It was a small project for the company – I didn’t want to jeopardize the jobs of a dozen people just on a whim – but for me it was my final fantasy, it had to be the beginning of something, or it would have been the end of the journey for me. I was clearly depressed, and it MAY show a little in the game, I reckon >_< But it was the start of a new spark. That’s around that time that I wrote the concept of Dead In Bermuda. And that was a situation I entirely put myself in! I heard about the loneliness of CEOs, but that was not “just” that. I personnally lost completely the will to come to work, I was feeling unaccepted in my own company. We wanted to be “like all the others” at some point. We wanted to create the place where we would love coming to work every day for the next 20, 30 years or so.Īlong the way, we may have lost ourselves. We didn’t want to be the most successful company. From the beginning, without it being said consciously, we wanted to created our little cozy space where we could meet nice people and work with them. So yeah, 16 years… 16 years of struggle, of pain, of doubts… but also 16 years of laughters, of friendships, of beautiful projects and beautiful people met along the way.Īfter all this time, I only now understand what drove us all these years through the hardships. Or maybe for companies we count in dog years? Hmm…įocus Matt, you’re losing the purpose of this little introductory chat, which was meant to be short.
#Cccp project dead full#
Our little toddler has grown into a full fledged teenager, full of energy (which he vampirizes directly from ours…) but still young and naive. 16 years have passed since I founded CCCP with my mates Christophe & Frédéric.
