Ansimuz is an example of a soul game dev.

Ansimuz has been making very high quality, professional style pixel art for many many years. While modern amatuer developers often confuse pixelated graphics with just downsizing real life art to a granular look or over emphasizing blockyness, Ansimuz knows the heart of the matter and it isn’t a science, it is an art.

He studied the classics like Castlevania, Ghouls and Ghosts, Metroid, Megaman, Little Nemo, Strider, Sonic, Mario, Punisher, Final Fight, Forgotten Worlds and all the like. There’s no exact formula to make art that looks awe inspiring like this, but he does it time and time again. I guess the closest I could think is properly hand shading, but it takes a lot of meticulous time setting individual pixels, and this man does it.

The future of game developing is not necessarily getting funded millions of dollars and paying people 100$ an hour to clock in what they bring to the table. The future of game dev is a network of people across the internet who want to contribute, then you revshare among them. You also use invaluable resources like Ansimuz provides to enhance your game. This future requires trust and faith. Faith if you want to dev without revenue til game launch. Trust if you expect to get paid when the game makes money. The two developer types are ones who are on board, and ones that are providing resources, both trust you to compensate them if you do well.

Contrary to popular belief, contracts only protect the party with the larger bank account. I’ve been screwed over by most every big tech name you can think of. Some owe our crew hundreds of thousands of dollars. And writing specific contracts for every employee that comes along could take days for a guy who does 5 minutes of work then quits. The ease of on and off trust based revshare is the future. The universe is bound by love, honor, and respect and the forces of greed with disrespect for that never win. Stay true to your art, your calling, your talents, even if today you do not see fruit. Loose and autonomous multiproject game dev organizations are the future and the future is now. Passionate Soul Game Devs like Ansimuz pave the path we walk.

If you use his art and your game is a hit, don’t forget to get the guy some change. :)

Ansimuz Portfolio: http://ansimuz.com/site/

Play Now!

Patreon: Become a Patron!

Paypal: james_sager_pa@yahoo.com

Venmo: @James-Sager-16


Other games and gaming related information, click pictures if you’d like to know more:

Throne and Crown, a Zeldalike
Triangle Mania, a unique puzzle game with strange strategies.

Battlemon, GPS pet collection game

#1 IN THE WORLD at Starcraft/Broodwar/Warcraft3/Diablo2 Hardcore/Command and Conquer3/Starcraft2 2v2. GOAT.
Before Pinky and The Brain, The Parapalegic Mice Team existed, and I told everyone in my school for weeks in hopes someone knew someone at WB/Disney/HB to make a tv show of two mice taking over the world. Next Year Pinky and The Brain was out.

1) 10-1000x things rendered with new DOTS/ECS UNITY tech that unlocks more than just one core that most video games use: Parallel Processing done right.

2) Networking that pushes the envelope where no networking has gone before. People laugh at this like it is impossible to innovate, but I marketed it to Midway in 2003, and they laughed too. Meanwhile it was working in house as a Tekken style(3d fighter) MMO with part of what today is known as rollback code. Midway’s manager was mocking what is today’s standard thinking rollback and such was impossible. Infinite action players same zone, limit only by video card and other hardware, networking ain’t a limiting thing anymore.

3) Lore/Game Mechanics based on a custom TTRPG (Intergalactic Bounty Hunter) that most everyone liked more than any RPG. RPG rules are based on Wasteland from the Commodore 64 set in space. The space flight is the spiritual successor of 90s DOS Xwing vs Tiefighter hits that everyone was disappointed ended. I had to make my own RPG, Dungeons and Dragons armor not reducing damage did not sit well.

4) First MMO designed for late game. Everyone enjoys mmos until power capped and then get bored.
There is no power cap to begin with(just a log log logarithmic progression), but there are many many many other end game design elements to make it so want to keep playing end game! The grind is there, but better and more fun things are around too! You can build up a super big fleet and it get destroyed to pieces and you start over again. You have a power floor level that you can’t go below so you’re always building permanent power, but temporary spikes of power surges and galactic dominance for fleeting moments give a rush. The larger the fleet, the larger the fleeting moment.

5) Easter Eggs: Will contain literal Easter Eggs. You find an Easter Egg in a quest. Then you hide somewhere in space. Every day it isn’t found by another player, you get a daily reward that increases. When they find it, they get an instant reward! Then the egg comes back to you. Enjoy. Go find some place obscure in the game, space is big.

6) Space Dungeons: Competitive zones with different rules, find em, dominate em, and can you find the clues around space to find the one which will be dropping special event rewards?

7) Resource Trading like Elite, but also factory building like Factorio and Satisfactory. Your economy and drones can build stuff up, but make sure no pirate, NPC or player tries to sabotage your supply chain. There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

8) PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Enjoy roleplaying being a prison inmate, or just use a different crew member on your account. Developing many crew members is a thing for when you fly capital ships.

9) Grand Space Opera-> 4x emperors around you trying to conquer the galaxy like Master of Orion on a 500 billionish system scale! They ain’t even players at first, just NPCs waging war. Who’s side will you choose? Will it be based on morality or space bucks? Ok soldier of fortune, what it will be? Do it for the money, until you realize money doesn’t mean anything living under a totalitarian empire.

10) Omnipotent roleplay: Earn your right into a a movie anime by great roleplay! Live game masters in about 6-12 months after the content updates roll through. We bias people with Founder’s RP tokens some and good manner role players who stay in character(we have chat logs and even game logs). This promotes good role play even when not live GMing. Who doesn’t want to bring their friends to a movie and surprise em with their own character in it? So stay in character for a better game! https://www.starfightergeneral.com/live-role-play/

Punky-Pulpy action, Levels, stats, skills, talents, items, fleet amassing, and great apocalyptic space plots, trippy Lewis Carrol level Mad Hatter humor along the way. It’s really weird to see how this synergizes from a game design standpoint. Players naturally want to level up and power up… That’s the twink min maxer in all of us. So when humor, plots, intrigue, or NPCs getting your blood boiling to action vs them happens, you get stoked, rewarded, happy and tossed off your axis. Then when resolved, you look back and get serious about powering up. The core of a RPG gamer is always powering up, it is something we can’t get rid of, but the core of a game designer is to get you out of a spreadsheet mindset temporarily… And then you appreciate both more. So tacky humor, along serious pulp action and serious leveling up game mechanics… It is like a symphony of fun.

Game made by a soul gamer out for the player’s best interest. 150,000 hours experience #1 in many online ladders world. I don’t care about money. I just want to play games and help the poor and sick. I want you to have faith in the spirit of love.

Are you down? Cuz I need help, like crowd source and pray for me to get this out faster. If you don’t help me, it’s still coming out.

or

Get and Play Starfighter General for Free (type of morally good free that doesn’t exploit or abuse players and gives all the content available).


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2 responses to “Ansimuz is an example of a soul game dev.”

  1. Luis Zuno aka Ansimuz Avatar

    Hey, Jim thanks for posting your thoughts. I agree that the future is collaboration and sharing. We as developers are a community that should help each other by sharing as much as possible without asking upfront. Universe/God will give you good stuff if you give the good stuff.

    Best Wishes and Happy Gamedev!

    1. James Sager Avatar
      James Sager

      Absolutely True. Love wins. Glad you agree.

      God bless you too! I feel super blessed today!

      Amen,
      James