-COOLIO-
The Everyman
I'm ahead of Feep! My entire game will be released in a month.
None of that bullshit beta shit!
<3 Feep
i've been following you and i have to ask: how did you move so fast?
I'm ahead of Feep! My entire game will be released in a month.
None of that bullshit beta shit!
<3 Feep
makes sense. I've also read quite a bit of negativity around early access. Seems that gamers just can't accept many of the games 'early' state and then build a very negative online view of the game prior to full release.
I personally feel only certain genres of games should try for Early Access, and even then, only when they properly prioritize what they have finished before Early Access begins. For example, a Rogue-like which has the core mechanics working and polished but still plans to add more enemies, items, special events, and so on, would probably do perfectly fine with Early Access. Crypt of the Necrodancer, for example. Its still a full, fun game experience with few notable bugs or problems, it just doesn't have all the bells and whistles and content needed to justify calling it a full release yet.
A game like what Feep is making, a single-player 4-5 hour one-and-done story-heavy game? Yeah, not a good fit for Early Access. Good call Feep. I never considered Volgarr for Early Access either, it also did not seem like it would go over well, but I may consider it for a future game, it all depends on the kind of game it is.
The wrong game can just back fire for the developer, leaving an overall negative impression for the public. Early Access should not be treated like beta testing, IMHO - try to have it as bug-free as possible and all the core mechanics to make the game FUN in-place, and with a game design where missing content won't have a huge impact on enjoyment of the game as a whole, or you're really risking shooting your future sales in the foot just to get that extra early cash infusion.
It's my full time job.i've been following you and i have to ask: how did you move so fast?
I agree. Starbound is an example of one that imo went early access far too early. It was pretty broken and early alpha feeling. I was super excited about it for a year+ and the early access felt broken enough that my interest in the game all but vanished. The negative thumbs down on steam stacked up pretty quickly. Hmmm.. been long enough now I'm curious to try it again and see how it's coming along
Here's my backer update on the Ghost Song beta, which starts this Monday.
https://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope/posts
I'm putting this here because it gives a run down of what to expect and so forth -- and:
Re. Beta tier access -- I'm making an exception for Neogaf members, I'm going to let any full member in whether they backed or not-- because I owe so much to Neogaf for this game existing -- So if you're a Neogaffer and want in, PM me with "beta" in the subject
yet it still seems like it all happened so quick :XIt's my full time job.
yet it still seems like it all happened so quick :X
i need to step my game up.
I'm thinking of doing a fun little "first person to find this NPC and send me proof wins something" challenge for the beta. (finding and getting to this NPC won't be easy)
I just need to think of a prize. giving out money seems strange (is it strange?) and giving out more keys as a prize feels a bit unexciting because anyone playing already has a key.
oh goodness a game i had a tiny hand in helping create is going to be available soon!
what if someone says the music is a big pile of poop?!
I CAN'T HANDLE THIS PRESSURE.
i have the exact same feeling right now, we're going through this together
don't worry though, if somebody says the music is bad they're probably referring to mine
you didn't specify a big pile of poop, so that's okay. i can deal with a regular sized one.It's a pile of poop.
i have the exact same feeling right now, we're going through this together
don't worry though, if somebody says the music is bad they're probably referring to mine
pssh! let us weep in a corner together as praise falls upon ashodin's coding skills and we are left to the wayside, the singular negative in a wave of otherwise glowing reviews.
forced to the gaming dev. ghetto, our handscrawled signs simply telling the worls: "will music for food" as ashodin ascends to indie godhood.
And I'm going to release nothing!makes sense. I've also read quite a bit of negativity around early access. Seems that gamers just can't accept many of the games 'early' state and then build a very negative online view of the game prior to full release.
And I'm going to release my full, perfectly complete and polished game TONIGHT!
And then I wake up in the morning after an awesome dream, drink some coffee and get to work
I'm ahead of Feep! My entire game will be released in a month.
None of that bullshit beta shit!
<3 Feep
i was going to reply earlier but i just had to take a call from square enix asking me to score final fantasy xii-2.i prefer the alternate ending where we get discovered by retro studios and replace david wise for donkey kong country returns 3
Oh hey Peter, I remember meeting you at CCEU14 earlier this year and I think I might've been one of the volunteers in charge of your table for the first day, but can't rememberHey hey hey! Peter here from Vogelsap, we're making The Flock.
We just released our newest trailer celebrating the launch our closed alpha. So far everything is going really well!
I'll quickly explain what The Flock is: The Flock is an asymmetrical first person multiplayer game where each player starts as one of the monsters called The Flock. The first player who grabs the coveted Light Artifact transforms into the Carrier, a smaller and slower creature – but that player accumulates score over time. All other players (still Flock creatures) will now hunt down the Carrier. There's a couple more rules to the game but you can work them out from the trailer ;-).
Here's the trailer: https://www.youtube.com/watch?v=ggJp25gyYNc
I have a bunch of keys to give away, so if you want to play the alpha this weekend send me a private message and I'll give you a key! I'd love to hear your feedback!
This was my thought. Would be awesomeImmortalize him or her as another NPC in the game!
Oh hey Peter, I remember meeting you at CCEU14 earlier this year and I think I might've been one of the volunteers in charge of your table for the first day, but can't remember
Will you guys go there next year as well? We'll definitely be there with Ancestory; last time was pretty awesome and we'll be getting some actual funding this time.
Oh, and the Flock seems to have been improved massively since the last time I saw, awesome job! Feel free to send me a key as well (though I can't promise I have much time to test it right now)
So, our Sound Guy whipped a new prototype as well, which do you think is better?
Here's my backer update on the Ghost Song beta, which starts this Monday.
https://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope/posts
I'm putting this here because it gives a run down of what to expect and so forth -- and:
Re. Beta tier access -- I'm making an exception for Neogaf members, I'm going to let any full member in whether they backed or not-- because I owe so much to Neogaf for this game existing -- So if you're a Neogaffer and want in, PM me with "beta" in the subject
I personally feel only certain genres of games should try for Early Access, and even then, only when they properly prioritize what they have finished before Early Access begins. For example, a Rogue-like which has the core mechanics working and polished but still plans to add more enemies, items, special events, and so on, would probably do perfectly fine with Early Access. Crypt of the Necrodancer, for example. Its still a full, fun game experience with few notable bugs or problems, it just doesn't have all the bells and whistles and content needed to justify calling it a full release yet.
A game like what Feep is making, a single-player 4-5 hour one-and-done story-heavy game? Yeah, not a good fit for Early Access. Good call Feep. I never considered Volgarr for Early Access either, it also did not seem like it would go over well, but I may consider it for a future game, it all depends on the kind of game it is.
The wrong game can just back fire for the developer, leaving an overall negative impression for the public. Early Access should not be treated like beta testing, IMHO - try to have it as bug-free as possible and all the core mechanics to make the game FUN in-place, and with a game design where missing content won't have a huge impact on enjoyment of the game as a whole, or you're really risking shooting your future sales in the foot just to get that extra early cash infusion.
This just shows that, in general, you are better off avoiding the program unless you are very confident you have the right genre, a low bug count, and are far enough along in the project to pull it off. If you really need the money sooner, I would seriously consider all other options first, like Kickstarter, pre-orders, or even revenue sources outside of the project itself, before going Early Access, unless you are supremely confident people will thoroughly enjoy the game in its current state.
Don't trust the consumers to understand and forgive an unfinished product, or to see it for what it will be, like you do - they don't, no matter what most of them claim! A lot of the "magic and wonder" of a game you've seen but haven't played yet is immediately lost the moment you do get to play it, and can only be made up for with a solid experience few Early Access games can hope to deliver on.
Sadly I would say Starbound is exactly the RIGHT genre of game to go Early Access though, since it is the kind of game that, like Terraria, could work well with very little content and then add lots and lots of content as it pushed toward release.
It obviously messed up on the prioritization and timing of features/stability needed though, so still ended up being likely hurt in the long run for doing it.
Hey hey hey! Peter here from Vogelsap, we're making The Flock.
We just released our newest trailer celebrating the launch our closed alpha. So far everything is going really well!
I'll quickly explain what The Flock is: The Flock is an asymmetrical first person multiplayer game where each player starts as one of the monsters called The Flock. The first player who grabs the coveted Light Artifact transforms into the Carrier, a smaller and slower creature – but that player accumulates score over time. All other players (still Flock creatures) will now hunt down the Carrier. There's a couple more rules to the game but you can work them out from the trailer ;-).
Here's the trailer: https://www.youtube.com/watch?v=ggJp25gyYNc
I have a bunch of keys to give away, so if you want to play the alpha this weekend send me a private message and I'll give you a key! I'd love to hear your feedback!
We've been pondering the same thing and will probably go to straight release unless the community wants other, but I'll definitely ask the guys of Interplanetary if they'd have time to answer your questions, but I think from what we've discussed is that even they don't know the right answer, especially before heading out from Early Access, but they did say that they would feel comfortable recommending us to go to straight release, even though we are going to have our hands full with balancing the game. The death of community can be real thing in an Early Access game, so I would definitely recommend at least having an AI and making sure the network is really up to it.So that might be a downside, the community and attention might easily wear off so that even if the game is very balanced on release a month or two later, it lacks the impact. Anyone have some brilliant advice, especially in terms of multiplayer and balance?
Thanks. I would want to basically have the game ready to go aside from PVP balancing concerns before Early Access anyway. At that point, it sounds like it probably is best to do the normal release if internal beta testing does not uncover issues, and if needed do unit balance patches later.We've been pondering the same thing and will probably go to straight release unless the community wants other, but I'll definitely ask the guys of Interplanetary if they'd have time to answer your questions, but I think from what we've discussed is that even they don't know the right answer, especially before heading out from Early Access, but they did say that they would feel comfortable recommending us to go to straight release, even though we are going to have our hands full with balancing the game. The death of community can be real thing in an Early Access game, so I would definitely recommend at least having an AI and making sure the network is really up to it.
Well you could limit the keys to a certain amount, like 100,500,1000 whatever you feel like.
I just think you should be clear on the matter (but that's just my opinion).
Hey, I have a question for al of you who are working on or have completed a project, is game dev related to your studies? Do you think that it is possible for someone who has little to no academic experience in the field to make a (good) game? Is it a necessary asset?
Is it a necessary asset?
Are you asking specifically for a finished indie project?Hey, I have a question for al of you who are working on or have completed a project, is game dev related to your studies? Do you think that it is possible for someone who has little to no academic experience in the field to make a (good) game? Is it a necessary asset?
Hey, I have a question for al of you who are working on or have completed a project, is game dev related to your studies? Do you think that it is possible for someone who has little to no academic experience in the field to make a (good) game? Is it a necessary asset?
Hey, I have a question for al of you who are working on or have completed a project, is game dev related to your studies? Do you think that it is possible for someone who has little to no academic experience in the field to make a (good) game? Is it a necessary asset?
Hey, I have a question for al of you who are working on or have completed a project, is game dev related to your studies? Do you think that it is possible for someone who has little to no academic experience in the field to make a (good) game? Is it a necessary asset?
Man, thanks for al the responses, that was pretty quick!
I'm about to finish my undergrad in economics, yet these past months I've been really conflicted on whether I'm in the right field, and part of the reason for this is because I've always dreamt of making my own game. Every time I go walk my dog I keep daydreaming about a game, different scenarios, gameplay etc... I wouldn't necessarily want to work in gaming, but perhaps study in computer science, which in turn could help me with whatever project I plan on doing on the side.
Anyway, thanks for the answers!
Hey all, I'd appreciate some help with a thought experiment that's been in my head lately...
First, what would you call the perspective being used by Secret of Mana and Chrono Trigger and the like, if you had to describe it without using those games as reference? Does it even have a name?
Second, what game in that perspective would you say had the most engaging and satisfying real-time action combat system, all other aspects of the game aside? Obviously Chrono Trigger was menu-based RPG combat so it doesn't fit what I mean, I'm talking more Secret of Mana or Link to the Past style of combat. I know there were a few other games with action combat in that perspective, but did any of them really focus on the combat more than the examples I just listed, perhaps with things like blocking, dodging, knockback physics, combos, power hits, counter attacks, etc etc?
I guess Third would be, do you think a high-action combat-focused game could really even work in such a perspective, or that action game fans would find such a perspective appealing, or should such things be left to perspectives used by belt-scrollers, side-scrollers, and 3D 3rd-person action games?
It's called isometric view. I was never a fan, but that's its name.