iD Software dropped a new Doom trailer that features some new footage we haven't seen previously. The new footage is included with some earlier footage, but if you are itching to get some new Doom in your face, this is it.
New Doom is coming out in 2015 and I can't wait to check it out. That said, the more I watch this footage the more I feel bad for the Demons. Seriously, this game won't be a good time for them.
iD Software dropped a new Doom trailer that features some new footage we haven't seen previously. The new footage is included with some earlier footage, but if you are itching to get some new Doom in your face, this is it.
New Doom is coming out in 2015 and I can't wait to check it out. That said, the more I watch this footage the more I feel bad for the Demons. Seriously, this game won't be a good time for them.
This article is from April. I regret that I did not share it then. This is truly an awesome tech demo that is worth taking a look at. The PC running the demo is showcasing four Titan X GPUs and featuring DirectX 12.
It's really impressive, but this isn't something we're going to get any time soon.
Still, we're getting close to photorealistic games. What's next? Honestly once games achieve the best graphical quality possible, what's the Playstation 7 going to do, for instance?
Azurephile Super Member Post Author
wrote on 08/07/2015 at 02:39am
Yeah, so that's a $4,000+ set up. It is very impressive. How long before this becomes mainstream or even obsolete? It might take a few years for those Titans to become obsolete. It's fascinating to think of what's in store for the future. What about this kind of quality (or better) for virtual reality? How long before those technologies and qualities meet and become mainstream? It might not be as far away as we think.
Angry Birds 2 dropped a few days ago and I happily downloaded it, because, who doesn't like Angry Birds? It might be a bit simple sure, but it's fun to fling birds at those pigs. Truth be told I was never a huge Angry Birds fan myself but I did play quite a bit of the original and Angry Birds Space(think Angry Birds meets Super Mario Galaxy). I also don't mind trying a mobile game if the price is right and in the case of Angry Birds 2, it's free.
First off, Angry Birds 2 starts out in the same way as the first game. The pigs steal the nests eggs and the birds want them back. Yup, same plot as before. I know Angry Birds isn't known for it's narrative but Rovio is... Read All
Angry Birds 2 dropped a few days ago and I happily downloaded it, because, who doesn't like Angry Birds? It might be a bit simple sure, but it's fun to fling birds at those pigs. Truth be told I was never a huge Angry Birds fan myself but I did play quite a bit of the original and Angry Birds Space(think Angry Birds meets Super Mario Galaxy). I also don't mind trying a mobile game if the price is right and in the case of Angry Birds 2, it's free.
First off, Angry Birds 2 starts out in the same way as the first game. The pigs steal the nests eggs and the birds want them back. Yup, same plot as before. I know Angry Birds isn't known for it's narrative but Rovio is pulling a entry out of the Nintendo's tried and tested "absolutely do not change the narrative of any franchise" formula. So are you telling me that after the upset avians got the eggs back from the pigs that they learned absolutely nothing and let it happen again one dark and story night? Well yes, yes they are. Which is why I think I understand why the Angry Birds are so upset. The worst kind of anger can be directed at yourself and after seeing the pigs steal the eggs one more time the birds have to direct that rage at themselves. Fool me once? Angry Birds. Fool me twice? Angry Birds 2 - We Have Learned Nothing.
Besides the plot, which isn't that big of a deal in these kinds of games, is the gameplay. Rovio has turned the knob to 11 because they improve on the gameplay of the original Angry Birds in nearly every way. The destruction is more chaotic, the explosions are more fun and the sound effects and graphics are much more polished. The game feels like a triple A mobile effort and at every turn is very polished. I experienced no bugs playing it and found the user interface wasn't confusing or annoying. The massive effort that went into Angry Birds 2 shows, the gameplay is superb.
As I noted earlier, Angry Birds 2 is free. That said, Rovio still needs to pay to keep the lights on so they added a freemium system. You start out with 5 lives and they deplete as you fail to complete stages. Don't beat a stage with the birds you are given? Lose a life. This isn't a big deal in the starting zones but the difficulty ramps up and then you run out of lives. You can get more lives by waiting or by spending in game currency, which is in this case is gems. I felt this was a missed opportunity in that Rovio could have gone with pig bones as the in game currency. It seems much more fitting to spend the remains of the vanquished than gems as gems appear in nearly every mobile game and enemy parts have still yet to be used. The in game economy isn't bad if you don't mind waiting or shelling out money, but like many freemium mobile games you could be waiting a very long time. In the end the freemium nature of Angry Birds 2 didn't bother me as by the time my lives ran out I stopped playing(everbody wins). I am not sure how much i'll end of playing Angry Birds 2 but it's a solid effort and if you loved Angry Birds, you need to come back and get angry all over again.
Oh no, pay gates? Do you get an option to buy the game and not have them, or are they all microtransaction based? If it's the latter, this is an instant pass for me. I don't want to reward that behavior with a download counter increase on their stats. I don't mind if there's an option to get out of it by buying the game outright, which a few games have done, but that's just Candy Crushville all over again.
Azurephile Super Member
wrote on 08/04/2015 at 04:03am
I noticed this elsewhere and read about it. I have all, or almost all, of the Angry Birds games on my Kindle. I bought some, but others are the free versions. One of the last times I played through and made it to the Halloween stuff, which was awesome. Then my Kindle died and was promptly stolen due to my accidentally leaving it setting at a dental office. I bought another, much better HDX later.
Anyway, thanks for your review. I may get it installed. I was afraid of how they changed the game play, but from what you said, it sounds much better. The lives thing kind of sucks, but I guess that makes it a game you can play for a bit and then wait a while before playing again (to replenish lives).
jdodson Admin Post Author
wrote on 08/04/2015 at 05:36am
Travis: there is no buy out option, just crystals.
Azurephile Super Member
wrote on 08/04/2015 at 06:15am
It doesn't seem like it's out for the Kindle yet...
jdodson Admin Post Author
wrote on 08/04/2015 at 02:36pm
Travis: they have the option for you to watch a 30 second video for another life. As annoying as that is. I guess they must make a ton more money on the freemium game than a for pay one.
Yeah, still. They weren't exactly losing money with the old model, where you could play for free with ads or buy it outright without them, and even providing tons of free updates for years on all their various games.
And many companies have had super success with selling cosmetic things or even helpful things that aren't necessary. Currency doublers, or hats, or any number of things people would really want to buy, without limiting your access to play the game. Halfbrick made tons of money on Jetpack Joyride from all those costumes. TF2 is the poster child of selling cosmetic items to keep income coming in. Guild Wars 2, while you have to pay for the game up-front, doesn't have a subscription because people refer to it as Fashion Wars 2 a lot. People will shell out to make their characters look nice, or buy access to convenience items that help but are by no means necessary.
Freemium doesn't have to be an evil model.
jdodson Admin Post Author
wrote on 08/04/2015 at 11:40pm
Not sure i'd call it evil. Annoying perhaps, but not evil. Not sure true evil is as easily vanquished as simply deleting an app
Andrew Spinks did an interview with PC Gamer recently and details what's to come for our favorite terrarium simulator. Even though he won't be directly involved from this point forward, as he's moving onto a new project and eventually Terraria 2, the future looks exciting.
First up, he shared that updates would come more frequently, and in smaller chunks, possibly including new mechanics and alternate biomes. This could be good or bad, depending on your preference, but it will keep the community more active for sure and add tons of replay value (as if there isn't already infinite replay value).
In addition, he said that in the future they'd like to add mod support and... Read All
Andrew Spinks did an interview with PC Gamer recently and details what's to come for our favorite terrarium simulator. Even though he won't be directly involved from this point forward, as he's moving onto a new project and eventually Terraria 2, the future looks exciting.
First up, he shared that updates would come more frequently, and in smaller chunks, possibly including new mechanics and alternate biomes. This could be good or bad, depending on your preference, but it will keep the community more active for sure and add tons of replay value (as if there isn't already infinite replay value).
In addition, he said that in the future they'd like to add mod support and creative mode, but didn't confirm them as definite future additions to the game. Mod support would ensure the game could go on past what the developers want to put into the game.
When you consider that development ceased at one point, but then kicked back up with 1.2 and everything we've gotten since, it's really amazing to think that there could be this much coming in the future.
Azurephile Super Member
wrote on 08/03/2015 at 03:05am
Awesome interview! Wow, more for Terraria?! That's truly exciting! I recently thought of something I'd like to see in the game, but cannot currently remember what that was.
My son keeps asking if "creative mode" was coming to Terraria, especially in 1.3. I told him there isn't a "creative mode," the game is in "creative mode." Perhaps there is more to it, as in being able to build without any mobs. That makes sense.
As for mods, that brings me to something I was thinking about recently. I don't think I'll include those thoughts here, though. Again, my son mentioned mods for Terraria, which I haven't tried and I really don't have any desire to do so at this point. However, that's only true if you do not count TShock as a mod, although perhaps it is. Still, it could be interesting to see what modders come up with, perhaps it could lead to further things being included in the game.
Travis Admin Post Author
wrote on 08/03/2015 at 03:18am
Yeah that's what creative mode in Minecraft is, isn't it? Just building without enemies, etc?
TShock is a mod, but a different one from usual. It's a mod of the server instead of the client. If mod support opens for both server and client, TShock's development would be much smoother, and could be way more modular.
One thing I'd love to see came up in a discussion on the Terraria subreddit. Once you've done everything, beaten the moon lord, vanquished all the foes, the Dryad then gives you quests to clean up the world. She already tells you the corruption percent as it is, so she could give you markers to patches you may not know about. Once you completely clean the corruption/crimson (and maybe hallow) out of your world, a new NPC moves in: The Mayor.
The Mayor gives you certain quests like getting resources, etc, and as you complete more of his quests, new NPCs move in that may be just normal people, may sell things (choosing from the pool of the other NPCs), some may be builders. You can set certain areas to be construction zones and your town will grow and more people will move in.
Since anything you could possibly do after getting all the Moon Lord drops would be creative/completionist, why not give something to go along with that? At this point there's no real endgame, and this would add onto it.
I doubt it's within the scope of Terraria. As Andrew said, the engine is reaching its limit. But it would be nice for Terraria 2.
Azurephile Super Member
wrote on 08/03/2015 at 05:33am
Oh that would be sweet!
Still, if it's reaching it's limit, I wonder how much more can be added or done. It seems like enough (as he said) to provide some updates ever 1-3 months, but for how long? Also, could the engine be upgraded? Maybe that's Terraria 2. I'm still wondering about Otherworld and how that will be, but I'm sure I'll jump on it when it's ready.
I'm glad he created the game and that he decided to "finish" it. I've been loving the updates I've seen and I look forward to more. I like that he's still working on things and planning on continuing with the game as a series.
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Azurephile gives this a solid "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Azurephile gives this a "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Review
Recommended :1:
Fun, retro-looking, good controls, similar to Asteroids
Pros: Fun, retro, great control scheme (and in-game reminders of how to control your ship).
Cons: I can't really think of any. The game's difficulty could go here, but it's not horrible. Many improvements have been made over the course of development to ease the game's difficulty.
Tips: Collect as many blue orbs as you can, they are currency. Repair ship in-between battles
Synopsis: Starship Rubicon is a fun and challenging game, which was inspired by Asteroids. This takes many players back to their childhood playing classic games, something that's missing from many modern day games. However,... Read AllReview
Recommended :1:
Fun, retro-looking, good controls, similar to Asteroids
Pros: Fun, retro, great control scheme (and in-game reminders of how to control your ship).
Cons: I can't really think of any. The game's difficulty could go here, but it's not horrible. Many improvements have been made over the course of development to ease the game's difficulty.
Tips: Collect as many blue orbs as you can, they are currency. Repair ship in-between battles
Synopsis: Starship Rubicon is a fun and challenging game, which was inspired by Asteroids. This takes many players back to their childhood playing classic games, something that's missing from many modern day games. However, this is not simply a clone.
Essentially, the player is a lone pilot out to defeat an alien nemesis in space. At the beginning, the player is given the option of a few different ships to use, each with it's own attributes. Over the course of the game, these ships can be upgraded by purchasing parts at a ship or by finding equipment stashes on the map. Other ships can also be unlocked.
The game is challenging, but by participating in the progress of the game, I've seen vast improvements to help make the game a bit more easier. While defeating enemies, the player will notice blue orbs dropping from defeated enemies or by shooting blue asteroids. These are the currency for the game and it is best to collect as many of them as possible. Luckily, the Steam version has made these center toward the exit upon completion of battle.
Azurephile Super Member Post Author
wrote on 08/01/2015 at 04:44am
Sweet, I just saw it and gave it's 2nd thumbs up. I was thinking maybe you could post that review here on the site, either in a separate post, or I can re-create this one to include your review as well. I put a link at the bottom of my review on Steam that links right here, so people can come visit and join us here if they want to continue some discussion. Although the game's Steam page contains a lot of links that go to CG. =)
(Note: Valve has asked us to not share our exact sales numbers. I feel like that takes a bit of the teeth out of a postmortem, but there are still plenty of lessons to be shared)
STEAM POSTMORTEM
I was going to write a standard postmortem -- explain what we tried, show some stats, and pull out some lessons. I'll do some of that later, but I think I'm starting to realize that any specific tips I can share is less important than something else I learned.
Steam traffic is a gigantic morass -- having my game on the front page that first morning felt like timidly standing in the empty floor of the stock exchange moments before it opens. Suddenly, before I can take a breath,... Read All(Note: Valve has asked us to not share our exact sales numbers. I feel like that takes a bit of the teeth out of a postmortem, but there are still plenty of lessons to be shared)
STEAM POSTMORTEM
I was going to write a standard postmortem -- explain what we tried, show some stats, and pull out some lessons. I'll do some of that later, but I think I'm starting to realize that any specific tips I can share is less important than something else I learned.
Steam traffic is a gigantic morass -- having my game on the front page that first morning felt like timidly standing in the empty floor of the stock exchange moments before it opens. Suddenly, before I can take a breath, the wave of humanity hits. One million (1,000,000) views on the front page, Steam promises. It only took a couple hours. Store page clicks were two orders of magnitude lower than that.
Final sales? Two orders of magnitude lower.
Not gonna lie, I was disappointed. I'd seen the ocean and only felt a drop. I felt that the store page must have failed somehow -- should have used more graphics, should have rewritten the summary again, should have included a demo. The game mechanics were good, but it needed a better hook. It's just another clicky-explody spaceship game; nobodyās going to say, "ooh, tell me more!"
"As a book editor at Big Five publishers, it never failed to astonish me when enthusiastic tweets to 7-figure "followings" failed to sell a single book. Unlike Soylent Green, Twitter is not made of people."
I'm starting to realize what a messed up set of expectations I had. Itās easy to get sucked in and blinded by the numbers above all.
> The #1 lesson to myself is to calm the heck down. Yes, there are a lot of people in the world. Your game is not going to speak to all of them. Concentrate on the people who *do* engage with whatever mess you've hung out to dry. A single enthusiastic fan is worth fifty purchases. If your audience turns out to be small, well, you have to weigh your economic ability to continue versus how much you believe in what you're doing.
> Frantically grasping for reviews, exposure, any way to get the word out! is a dead-end shout into the void. Coverage isn't something to accumulate, the let's players and reviewers who take a look at your game aren't (or shouldn't) just be auxiliary megaphones. I think it's a lot more fascinating to hear where *they* are coming from and why they'd want to spend their limited time on this earth playing a clicky-explody spaceship game.
> I want having an online "presence" to be something that's sustainable. I don't want to feel like an advertisement bot. I was watching robotloveskitty's Twitch (http://www.twitch.tv/robotloveskitty) the other night and she mentioned that streaming held three attractions: 1) she got to play indie games 2) she got to meet and talk to indie devs 3) it let people know that robotloveskitty is a thing
Tying promotion into things that you enjoy doing anyway seems like the way to go. If anybody has more suggestions or good examples of people doing this, feel free to let me know.
...
Overall, Iām happy with Starship Rubicon. I made enough to buy all my friends sushi (which was the real goal of this three-year project). Weāre sitting on Steam with a tentative 100% thumbs-up. Itās been an experiment in making a game with conservative design (woo spaceships) and great execution (āhey, this is actually pretty fun!ā). Maybe the best thing has been to have met people doing the Kickstarter and watch them support me all the way to Steam. I canāt describe how great it feels to have people believe in you like that.
Iāve only just begun to work. Great things are ahead.
*** OK, /EMOTIONAL REVELATIONS. HERE'S THE STEAM REPORT: *** (probably more relevant to soon-to-be-Steam-devs than the general public, but here goes for anybody who is interested:
Steam Integration + API
Steam is strange as far as stores go because it has all these metagame layers it wants to slather on top of everything. Achievements, the Steam Workshop, leaderboards, and trading cards are the big ones. If you want to include these, it requires you to actually modify the code of your game (instead of just handing them a zip file and calling it a day).
I didn't even know what an API was when I started, and since I use a sorta-obscure language (Blitzmax! It's great.) there weren't a lot of out-of-the-box solutions for using it. It was close, and if I'd given myself more than a weekend, I probably could've figured it out. However, I ended up shipping without using anything from Steam's API (so no achievements/workshop/leaderboards). Honestly, I think it worked out fine; if the game picks up later, Iāll spend more time adding them in.
Steam trading cards just required sitting down with the site for a day and doing a lot of graphic design work. It has a useful checklist and there are some opportunities to be playful.
There's a non-API method of doing cloud saves, which is what I ended up using. You just specify in the browser which files to save (/pilots/*_save.sav) and POW, you're golden.
Once you get the hang of it, Steam's backend is pretty nifty. It allows you to manage what files go in which packages/builds on what platforms and for updates only pushes out the small chunks of files that changed. The documentation is sparse but there are a couple of great video tutorials.
Store Page
The summary is super-important, I think. It's what people will see when they hover their mouse over your game. Look at some other games for how do it (Team Fortress 2's is the best I've seen - short, descriptive, funny). Similarly, there are a lot of miscellaneous graphical assets Steam wants for displaying the game that are very important as they are the only thing that you're guaranteed 1M views of.
Good screenshots take a lot of time! A good trailer takes even more time! Spend that time. I tried to show off different systems (shooting, node travel, ship customization) and cool set-pieces or enemy setups.
I, ah, made and *educated guess* about the minimum system requirements by looking at similar games (will I get in trouble for admitting that?). I ran it on an old netbook once. So far nobody has mentioned them.
I wish we had a demo when we opened the doors. I donāt know if it would have made a difference in the long run, but getting that initial wave of visits who didn't engage at all to do SOMETHING would have been nice.
We decided early on about the $9.99 price point. Sales feel substantial, it seems to be the market standard for this scope of game, and high enough to generate some actual revenue (I don't understand how somebody *could* afford to sell a game for less than $5).
WE LAUNCHED THE SHIP INTO THE STEAM!!!
Valve has to manually approve your store page before you can launch, which only happens on weekdays. We waited til the last minute, but it'd have been better to get it ahead of time so we'd have had more control over when we went live.
Apparently, you're guaranteed 1M views on the front page in the "new releases" box. Don't get too excited and think that it meant that many people were looking at *your* game. This guarantee happened in about four hours -- from 8:36 AM to 12:26 PM. They only bump it up into additional visibility if it sells a lot of copies. Starship Rubicon... did not. Traffic, as expected, plummeted once we were off the main page & the first page in the action/indie tabs.
I did notice that over the course of the 1M views, the click % (from the main page to the store) went from around 2.5% to less than 1% (the global average was around .3%). My theory is that people are more willing to look at something new early in the morning than later in the day.
We also didnāt realize how important Steam reviews are for a new game. The page was felt barren without an indicator for what the āWisdom Of The Massesā thinks. Thankfully, a couple of super-awesome Steamers played the game, enjoyed it, and posted their reviews within a couple hours. To solve this, next time we will run a longer beta and ask people to pretty please review the game before launch. That should help people make an informed choice as nobody wants to buy a game no one has rated.
I looked for any interesting stats to share with yāall, but I think itās a pretty typical story. Spike of views at launch, exponentially decays, stays at flatline until disturbed by any singular bursts of exposure.
Support
There were a couple of technical issues that came up in the first couple days, which I took seriously and handled promptly. I assume that for every person who says something, there are a bunch more that don't. I think it paid off; several reviews mentioned the technical problems, but included that they were quickly resolved and ended on a positive note.
The Steam community hub is probably my favorite thing about the platform so far, since it gives people an easy centralized place to look for tech support and ask questions about the game. I also made one of the steam trading cards out of one of the first screenshots that were posted (because I thought it was funny).
Ongoing Promotion
jdodson: Iāve been happy with how well the game has been received and plan on promoting the game as long as we can. We are getting a healthy stream of Letās Play and review requests and I like responding to them and seeing what kinds of videos come out of that. This summer we will be bringing Starship Rubicon to a few local video game conferences and Wick and I are working on a talk about all our experiences with launching the game. Weāve talked about showing at bigger cons, but the massive cost of showing at larger events like PAX doesnāt justify the costs with our current sales but I wish it did. I plan on writing a post at some point with some tips for YouTubers and review sites to increase your chances of getting a review copy. We usually error on the side of being generous but there are some scams out there for reselling Steam keys and a badly written request can look like a scam pretty quickly. Letās Plays and reviews are fantastic for our game so itās better for everyone if we can get review codes to every legitimate reviewer that wants them.
Wick: Iām also going to add in a demo and maybe retool the store page again before we run any sales on Steam (which is usually a major traffic bump at the cost of devaluing your product, so thisād be way down the line). I see it as an opportunity to mess around and try some different things to hook people.
Who knows what else the far future might hold? (spoiler: probably bundles)
jdodson: We will include the game in some kind of future bundle but the trick is to include it in the right bundle. Since Wick and I didnāt bet the farm on Starship Rubicon selling enough to afford us both mansions and a bling-mobile we donāt need to act rashly. A few bundles have reached out to us but we are holding off on pulling the trigger on that until itās the right time and bundle.
Summary The biggest surprise for me is still the dropoff from store views to actual purchases. I consider it a hard lesson in the need for a hook - a single element that you can rely on to make your game instantly pop. Art style, compelling concept or scene, neon novel mechanic, whatever. The thing that theyāll see in the four seconds theyāre on the page and will stick with them after they leave. Rubicon has super solid gameplay, but Iām sorry to say is sorely lacking a hook. The NASA backgrounds are sorta cool but I didnāt pump enough juice into them.
So: consider this a saga in a hella indie game getting onto Steam and not necessarily making it big. And you know what? Thatās OK.
jdodson: When I talked to Wick about having Cheerful Ghost publish Rubicon I pitched him the idea of bringing the game to a larger audience. I noted that this would be an experiment as both of us had never sold a game before. If you go to YouTube and search for āStarship Rubiconā and scroll through pages of videos and then stop by Steam and check out the reviews and the community activity we accomplished our goal. Hell yeah!
I appreciate you writing all this up. It's been very interesting watching the process develop and I hope you the best on Rubicon Tactics! Congrats on even making it to Steam! I hope eventual Bundles and Steam Sales continues to spread the Rubicon galaxy :)
Azurephile Super Member
wrote on 07/31/2015 at 11:08pm
What an excellent post, Wick! I knew about this post yesterday, thanks to the spoiler you gave me in our email conversation. I'm really glad to hear your story and I think it's very exciting, especially since it's so close to us here at Cheerful Ghost. I'm looking forward to seeing what lies in store for the game and Wickworks. You may find some of your biggest fans and support right here. That's what that CG logo on your game means, I think. =)
I do need to post a review, as I've already mentioned to you. My suggestions for the game are actually directed towards players, in the form of tips, instead of you or the game. The game can be challenging, yes, but I think with the right tips, the difficulty level isn't too bad. Since I have a few different versions of the game, I've noticed things that have been added over time to make the game a bit easier.
Please keep us updated here and thanks for a cool game!
Azurephile Super Member
wrote on 08/01/2015 at 07:09am
I've had some more thoughts that I'd like to share. First of all, even if Starship Rubicon doesn't turn out to be a blockbuster like Minecraft, you've still managed to get it on Steam, which I think is huge. I'm looking forward to seeing what you may have in store for the future of the game and other projects.
In this post, it seemed like you were kicking around a few ideas to try to get some more people playing the game, such as additions to make. I was thinking about a conversation I recently had with Travis about what mainstream gamers seem to insatiably desire in games today. They want FPS, zombies, and PVP, it seems. While Starship Rubicon isn't an FPS, I can imagine it containing the other two things. Because of the humorous nature of the game's story and dialogue, I can imagine zombies appearing some where, for some reason. Of course, they would have to be slaughtered.
But there's still one thing the game is missing that could make it more fun, that is multiplayer mode. This game does have a bit of difficulty, which isn't necessarily a bad thing, and one of the things that could ease that would be a multiplayer option. Imagine going through the game with a friend in co-op. I think that would be cool. Still, you could have some PVP in there, too.
My favorite YouTuber has an Indie Game Test Drive channel and is a curator on Steam. He has a discussion thread where you can suggest an indie game for him to try out. I guess if he likes it, he'll create at least one video for it showcasing the game. I think he is older than us and would perhaps enjoy this game, even though it doesn't seem to necessarily fit the type of games he plays. However, if he should pick it up and review it, that could create an explosion of attention for the game. So, I included a link to the Starship Rubicon store page on the channel and asked that he give it a try.
@GregoPeck Adding zombies would get a little too close to SPaZ, and I'd like to think that I can be a little more original than adding stuff just to pander towards mainstream trends (unless I was subverting them somehow -- are there any games where you play as the zombies?).
Multiplayer has been on the todo list for a long time. Technically, it works (http://bit.ly/1LXCzzH) but it'd have taken a month or more of fulltime work to get it smooth enough to ship. My plan is if the game takes off and I can justify the development time, I'll do it. More incentive to help spread the word, I guess. :p Thanks for submitting it to IGTD, the more lets plays the better.
I, too, appreciate the time you spent typing out your experience. I do enjoy getting new perspectives such as this.
I have not yet purchased the game, but it's probably one I'd try later, I already have a 100 games I have never played that I purchased - just hard to lock in time, especially for a new game that I have to learn to play.
Something I can add to your thoughts about a store page in general (without me looking at your store page) is that for me, screen shots are probably my first hook. I will browse through screenshots to see if I see something that sparks my interest. If something does, I'll delve deeper, maybe watch the trailer if there is one. I'll read reviews, check the game's tags, check if there's a metacritic score/feedback, etc.
However, even then, if I have spent however long reading up about everything, sometimes I will be into the game, but still not purchase the game. Maybe I add it to my wishlist to follow for a sale, maybe I just like window shopping. So, I don't know if the steam stats tell you about wishlisting or following, but that's something to consider too.
I think getting out there and getting people to play a game you created is great, no matter the current numbers.
Star Wars happened so long ago and so far away that it's strange we can't stop talking about it. Star Wars Episode VII is coming out this December and I have been seeing more Star Wars buzz and fan videos than I have in quite some time. It's as if the Internet exploded in fan glee and ... wasn't silenced. When George Lucas mentioned that he was going to re-release the special editions of Star Wars in the 90's I was excited. I watched each new version in theaters and really enjoyed the new cuts of the films. The extra stuff was great and, at the time, I really enjoyed the higher detailed effects and new scenes. That said, what I didn't know was that the original... Read All
Star Wars happened so long ago and so far away that it's strange we can't stop talking about it. Star Wars Episode VII is coming out this December and I have been seeing more Star Wars buzz and fan videos than I have in quite some time. It's as if the Internet exploded in fan glee and ... wasn't silenced. When George Lucas mentioned that he was going to re-release the special editions of Star Wars in the 90's I was excited. I watched each new version in theaters and really enjoyed the new cuts of the films. The extra stuff was great and, at the time, I really enjoyed the higher detailed effects and new scenes. That said, what I didn't know was that the original versions would slip away from our fingers entirely and the special editions later released on DVD & Bluray would become the only way we could watch them. Again, I want to make the point I don't mind the special editions for the most part but like most Star Wars fans would really appreciate the original versions cleaned up in HD.
This YouTube series takes a look at Star Wars, Empire and Jedi and compares all the released versions and all the changes made. Many changes are green screen color corrections, light saber coloring, digital enhancement and digital shots than don't upscale well. Some are changes to the scenes that make them a bit less violent, add rocks to shots with R2D2 or make it so Han doesn't shoot first. These changes send fans into a craze and for good reason, they dull one of the most classic films of all time.
I sat down with the people involved with the creation of Starship Rubicon, Wick and Beatscribe for a fun roundtable discussion. Cheerful Ghost published Starship Rubicon so it seemed like a good fit for us to talk about the game together.
I sat down with the people involved with the creation of Starship Rubicon, Wick and Beatscribe for a fun roundtable discussion. Cheerful Ghost published Starship Rubicon so it seemed like a good fit for us to talk about the game together.
Azurephile Super Member
wrote on 07/30/2015 at 08:39am
The soundtrack for the game (as first mentioned) is really awesome! Thanks for the links, I'll have to check them out.
I'm glad you did an video interview. I was thinking of things to ask Wick (as in an interview) about the game. I thought of a couple of things, but didn't give it much deep thought. I was wondering how things are going with getting on Steam, though I can find out on Steam. I also wondered about the future of the game and Wickworks, which you asked, awesome!
Wick mentioned the story and I agree with you guys that it is subtle and cool. I haven't paid much attention to it, but I can envision it expanding greatly,perhaps adding a story mode that's really epic. There could be different waves of enemies and different bosses leading to a final. You could still play the non-story mode to gear up your ship before taking story mode on.
It's cool that Wick mentioned the control scheme, because I find it to be really good, it feels natural for the game.
I need to post my thoughts on the game in other areas, for sure. I feel like I'm with the general consensus that the game is really awesome.
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It feels like Starcraft 2 released 5 years ago and because of that, I can't wait to wrap up the trilogy with the upcoming final protoss installment, Legacy of the Void. Blizzard is marking the launch of Starcraft 2 with a free in game portrait drop by simply opening the game from now till August 3rd. So you know, grab that portrait... for Aiur!
http://us.battle.net/sc2/en/blog/19831343
It feels like Starcraft 2 released 5 years ago and because of that, I can't wait to wrap up the trilogy with the upcoming final protoss installment, Legacy of the Void. Blizzard is marking the launch of Starcraft 2 with a free in game portrait drop by simply opening the game from now till August 3rd. So you know, grab that portrait... for Aiur!
Blizzard is preparing a hefty update to Reaper of Souls and aims to bring back something we all loved from Diablo 2, the Horadric Cube. You can find the new cube, Kanai's Cube in the new zone Blizzard is adding called "Ruins of Sescheron." The new zone was cut from the shipped version of Reaper of Souls and will be added back in the upcoming 2.3.0 update. I am looking forward to checking this out when it ships as one thing that always impressed me about the game is how beautiful and inventive the zones are. It also looks like it features some awesome new monsters as well, which should give high level players something fun to do.
What do you all think of these additions... Read All
Blizzard is preparing a hefty update to Reaper of Souls and aims to bring back something we all loved from Diablo 2, the Horadric Cube. You can find the new cube, Kanai's Cube in the new zone Blizzard is adding called "Ruins of Sescheron." The new zone was cut from the shipped version of Reaper of Souls and will be added back in the upcoming 2.3.0 update. I am looking forward to checking this out when it ships as one thing that always impressed me about the game is how beautiful and inventive the zones are. It also looks like it features some awesome new monsters as well, which should give high level players something fun to do.
What do you all think of these additions to Diablo 3? Will Kanai's Cube and the new zone bring you back to Diablo 3?
Azurephile Super Member
wrote on 07/30/2015 at 02:27am
I read something about the new update a while ago, so what you've posted isn't entirely new to me. However, the content itself is new to me because I've barely played DII. I also read (for the last update) that they're releasing updates to the game when the current Season finishes. There's a searchable time table and schedule that shows when Seasons begin and end. It's been a while since I played RoS, but I played the "heck" out of it. Sometimes it's still in my head, I remember things characters said for instance. Since I've finished Campaign Mode with every gender of every class, I'm ready to hit the extra stuff, so I'm glad there are new zones and things for me still to do in the game. I'm looking forward to new stuff. Dialbo III is a (to me) surprisingly excellent game.
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