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## Questions
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- That opening was open a few months ago, then it closed and opened again now. Did the previous employee leave ? Is so, why ?
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- Is there funding fore the project, or publishers interested ?
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- Is the studio engaged in discussions with the community through the Game Hub or the SGDA or other ways like that ?
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- Why redo the netcode of Unreal Engine ?
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- is matching AAA scope really the goal ?
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- why such a large scope ? Why not smaller, offline games, build a protfolio and an IP through that and focus on the big MMO thereafter ?
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- 15 people ?
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- 16 hours a week
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- weekly meetings saturday evening on jdiscord
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- 2 week integration phase
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- 3 programmers and one on the UI (around 4 people) -> what experience they have ?
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- Support by the canton of Lucern
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- MVP by December
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@@ -0,0 +1,3 @@
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scoring platforming and combat
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Doom, Shady knight
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@@ -1,3 +1,3 @@
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Time attack / speedrunning / scoring platforming
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Speedrunning platforming
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Mirror's edge single levels, Bloodthief, Shady knight
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Mirror's edge single levels, Bloodthief
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@@ -1,3 +1,3 @@
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Simple tower scaling
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Simple tower scaling with floor and multiple methods of completion
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Getting over it, Only up, Get to work
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Getting over it, Only up, Get to work, Deep Dip
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@@ -4,4 +4,4 @@ Your base defines both the level design for you / your ennemies and your upgrade
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Space / level management
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Artisan TD, Ixion
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Artisan TD, Ixion, Ball X Pit
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@@ -2,4 +2,4 @@ Semi-generated rooms / islands, having to choose the next reward through a diffe
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Selection of upgrades that change means of locomotion and damage
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Hades, Mullet Madjack
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Hades, Mullet Madjack, Doom & Disnohored (Level Design)
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