Firedroid at the Dutch Game Garden network lunch

June 8th, 2012 by

The Dutch Game Garden is a EU-sponsored foundation on a mission to accelerate the growth of the Dutch game industry both nationally and internationally.

They have a monthly network lunch which is attended by a lot of people form the Dutch game industry and interested parties. People are allowed to bring their games and show them to attendees and with the announcement of Kings Can Fly just behind our backs it seemed like a great fit to showcase our game to fellow developers and to get ourselves better known among our peers.

So wednesday the 6th of June we packed our bags, got in the car and drove off to Utrecht, which is where Dutch Game Garden’s HQ was located. After arriving we were welcomed, told where we could put our bags and how the lunch would progress. After this we got to work setting up our game!

Putting Kings Can Fly on a Indigo machineĀ (shown in the picture) wasn’t straight-forward though. We brought our own iPad 1 with the game on it, but the first generation iPads can’t be connected to a screen easily. Fortunately for us we could lend someone’s iPad 3. Unfortunately our xcode wasn’t up-to-date and since currently xcode is distributed through the Apple App Store we couldn’t get it because the App Store didn’t want to install it. We found a normal download-link but it would’ve taken over two hours to download. By that time the lunch would already be over!

Kings Can Fly at the Dutch Game Garden

Next, we tried hooking our Macbook to the screen. The Macbook recognized the screen but wouldn’t show anything on it. After fiddling with all the screen options and swapping cables it still didn’t work, we suspect the Macbook’s external display port is just broken.

Fortunately Unity can export to Windows from OSX (and vice-versa), and since we brought our macbook with the Unity project on it we quickly made a build and borrowed a laptop from one of Dutch Game Garden’s employees we were up and running!

This whole situation had a plus side because we could now show our game on the Winnitron and run around with our iPad, doubling our game showing power.

We demoed the game to a whole bunch of interesting people and were delighted to see people starting puzzle after puzzle, discussing solutions and being drawn into the game. We got some feedback out of it that we’ll use for our upcoming testround as well.

We talked with a whole bunch of other people about their projects and shared interest (mainly games) and as a networking event it was successful, we had a great time. We played a bunch of unreleased games and discussed new ideas, the games market as a whole and got in touch with some really nice people.

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