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Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 12:49 pm
by kcd.Spektor
Srul wrote:Wut???
Image
Don't worry I'll give out a free copy to those who helped :)

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 12:50 pm
by EmpressLexi
H-Have I helped? ;w;

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 1:20 pm
by Srul
kcd.Spektor wrote:
Srul wrote:Wut???
Image
Don't worry I'll give out a free copy to those who helped :)
I drew a lot of stuff! I deserve one!

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 3:36 pm
by kcd.Spektor
EmpressLexi wrote:H-Have I helped? ;w;
Basically those who are on the credits page. ;)

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 3:43 pm
by The_Bear
So when are you going to post this game on steam greenlight?

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 4:33 pm
by kcd.Spektor
The_Bear wrote:So when are you going to post this game on steam greenlight?
Soon as I find a publisher(kinda)

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 5:10 pm
by jrb00001
kcd.Spektor wrote:Can you give me some feed back after you have tried the 0.4 version?

1. Did you like the changes in the new release?
2. Which changes did you like and/or dislike the most, and why?
3. What is your over all impression of the game?
4. What would you like to be added in the game next?
5. Also I'm planning on adding a help screen that is shown by pressing F1, - What do you think should be shown there(apart from Game controls)?
1. We finally have something to do. Yes, the RP with Srul was fun, but there is something to do now even without Srul.
2. Everything is better.
3. There is no tutorial. I had to explain how to get a ship to somebody. But except that, the progress looks good.
4. We need spawn protection and automatic cleanup. A way to get a ship yard system would be great. Perhaps as the guaranteed loot of the bosses?
5. The F1 screen should only contain the most important things. Controls, the most important chat commands (at least "/help", "/global" and "/local") and perhaps a button to start the tutorial. The screen should hide as soon as F1 is released to make it useful for quick lookups.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 5:14 pm
by jrb00001
kcd.Spektor wrote:
The_Bear wrote:So when are you going to post this game on steam greenlight?
Soon as I find a publisher(kinda)
It would probably be easier to get to steam without a publisher. But you need a huge community. The publisher just does the marketing, add restrictions and cost a lot. Yes, I am not a fan of publishers.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 8:13 pm
by kcd.Spektor
jrb00001 wrote:I am not a fan of publishers.
Yeah me too, but to get on steam you need to create a company and bla bla bla.
And you need to make the people somehow know about your game, and I'm no good with that.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri May 13, 2016 8:54 pm
by jrb00001
kcd.Spektor wrote:
jrb00001 wrote:I am not a fan of publishers.
Yeah me too, but to get on steam you need to create a company and bla bla bla.
And you need to make the people somehow know about your game, and I'm no good with that.
Yes, you should create a company (but you do not need to as far as I know) but you can create one yourself. And for the advertising... A publisher will only help if they see money. And that is where I see the problem. It is a niche game and there is not that much money. FTL was a huge success and they did not need advertising from a publisher. Create a great game, build a big community (wait until at least b0.1 to have a good start and then tell everybody about it) and you will succeed without a publisher. If you want a publisher, create a great game, hope that they think the same and hope that they do not try to influence the game to much. But it is your choice...