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Messages - eRe4s3r

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1
Off Topic / Re: New stuff
« on: April 09, 2013, 02:40:05 PM »
Anecdotal evidence at best.. but that doesn't matter anyhow.

If you don't see why you should translate your game yourself without an argument to be made for it, I am not gonna convince you with evidence I couldn't prove in a forum where you don't and shouldn't believe anecdotal evidence ^^

I strongly believe it would lead to more sales, because translated games are reviewed by national review sites. If you sell an English only game in Germany, you only reach some youtubers and the odd "blog" mainstream sites and magazines won't touch you. Why would they really, their customers speak German (for example) and they would not ever review a game that isn't in German. (Unless you are a AAA title...)

2
Off Topic / Re: New stuff
« on: April 09, 2013, 06:54:36 AM »
Well I am not going to try to convince you if you don't want to try it ;) I just think you would get about 2500 sales per language you support. And I don't believe translation would somehow make that a loss.

You won't ever know if you don't try....

3
Off Topic / Re: New stuff
« on: April 09, 2013, 03:55:45 AM »
The problem is this.

If you are not selling your translations on steam. Nobody is gonna buy them. Do you think the FIGS-R market is in the stone age? They all buy on Steam (or assorted). You are not offering your translations on Steam, and wonder why the translations didn't sell so well?

Basically, if you are not offering all languages on Steam, you have a serious problem reaching non English markets imo ;p Yeah you get "decent" sales (whatever that is) but you are not getting the maximum possible sales. And worse.. looking at German Tidalis, you get completely flawed products if you don't do it yourself.

4
Off Topic / Re: New stuff
« on: April 09, 2013, 12:45:01 AM »
The best game developers should also like playing games, not just making them, or you risk becoming out of touch.

Truth has been achieved.

Also I think the lack of Arcengames self managed translations is a problem. You just can't give a random publisher rights to translate and publish your game in a region and then never bother again with it (worse, making it unpatchable). That's literally why nearly nobody in Germany, France or Russia knows about you guys

A game on Steam, needs the EFIGS-R languages. English, French, Italian, German, Spanish, Russian.

Even steam tells you this when you submit a game. ;P

5
Off Topic / Re: New stuff
« on: April 08, 2013, 01:54:28 PM »
Well, I'll probably be picking up Exodus of the Machine and the next AI war expansion when they hit beta, so there's that. Always worth contributing to a small company with good products and services :)

Still waiting for that Arcengames 4x genre revolution ;)
Speaking of games that I'd like to make but don't think would be wise financially at this time :)
Doesn't AI war count as that? Not that it's a pure 4x, but...

AI war is as much a 4x as FTL is a rogue like..... but while saying that, I think games would be well advised to stop "sticking" to genre conventions... a good game is often not easily definable as "RTS" or "4X" or "FPS"

Actually, most good games I played the last 10 years are hybrids of genres so yeah.. I guess I was sloppy with that statement. Let's put it this way,

AI War is the only game from Arcengames I *really* liked so far. (That Child's play, and the  last expansion being the least most liked ones ,p) I think they broke the coherence of the tone of the game.

Tidalis was fun, but.. well..you know ;) It's very twitchy, especially later puzzles.
avww1/2 were platformers.. I don't like platformers much I noticed..
Soo...Saa...ehm..Shattered Haven I only saw let's plays, but I doesn't seem like a game I would enjoy... it's too much puzzle and too little RPG for my taste, though story seemed interesting. ;P

I hope one of the 2 new announced projects escape from this weird valley of unique games and dooes something that caters to the hardcore sci-fi crowd again. Or at least caters to some of the qualities I enjoy in games. Complex storytelling (Torment/BG2 style) or strategic challenges (AI war style).

Anyhow ,p

6
Off Topic / Re: New stuff
« on: April 07, 2013, 11:57:30 PM »
Still waiting for that Arcengames 4x genre revolution ;)

7
To be honest I find this way of picking a logo (By committee) kinda funny ;P Can you reveal what the price money for the.. ehm, "choosen winner" is? I never heard of this site before.. so I am curious is all ;p

8
That's a very good point there... but with some shape and typographic changes it could look neat ,)  To me 217 presents the best case for Steam usage since it's 100% readable... but the Steam logo will need a LOT more work than just cropping the size to fit.. Steam logos have odd shapes and need to be properly designed from scratch...  just putting your game logo there is going to look very odd ;)

9
Yep, 227 came out of nowhere.. with some soft (precise) glow in the same color as the gradient of the Icon around the Icon it would look extremely slick. Not much more to say ,)  I guess one could still argue whether CollapsE should be larger than Skyward.. but if the game's name is Skyward Collapse, I guess there is no way around odd iconography..  both words have same natural length (even pixel perfect length in most fonts..) so it will always be hard to put that anywhere without it looking odd ;p

Although I have no idea what you asked the artists to do so... well whatever, 227 is my fav ;)

10
Same here, 182 and 196 are both professional looking and are to me the most attractive ones. Of course on could argue a bit about colors, but besides that.. perfection ;) THe others I dislike in several ranges of dislike, #169 looks WAY too glowy, not professional enough as a "Logo" to use photoshop + outer glow in that heavy quantity ,) Funnily, I dislike 169 the most... but yeah.. tastes... ;p

11
Off Topic / Re: StarLife - an indie sci-fi 4X in making
« on: April 03, 2013, 12:29:08 AM »

Which begs the question, why not scale everything down very heavily and then fudge it? Does it matter if my ship is literally travelling at 4,000 km/h if it looks and acts like I'm travelling that fast? Speed in space is entirely relative, so I don't see why they can't just "shift" everything down, so to speak. I don't particularly care that it's not 100% realistically precise, but I really would like to have Lagrange points, as they are very useful for space travel, saving fuel and all that.


I don't know why they didn't do that....

But you should just work with the challenges as it comes. I got a 60t rover, yes basically a huge spaceship with wheels to the Mun and drove around 100km to the Mun Arch ;p So.. you can get a lot of stuff very far on a planet even without flying there specifically...

Asparagus staging is the ONLY thing that really really saves you infinite huge amounts of fuel (70%!) (Asparagus is a 6xSymmetric launch where you connect (via fuel pipes) outside stages 1-2-3-# | 4-5-6-# (# is the main rocket) then fire all at once, and drop off 1,4 then 2,5 and 3,6 and you have a FULL main stage ready to take you anywhere (optimally, asparagus staging takes you into orbit with a full main rocket). With a setup like that and a 700t rocket, you can get 200 tons into orbit with 4700 delta v to waste (enough for all planetary transfers once you reach minmus and refuel there...)

Essentially, you don't need Lagrange points ,) If you want something more useful, get to Minmus and establish a Kethane mining operation. Because Minmus is the BEST starting position you can wish for ;P

12
Off Topic / Re: StarLife - an indie sci-fi 4X in making
« on: April 02, 2013, 06:37:56 PM »
I don't know how cool, I only know that realistic space travel with realistic ships is boring ;) I can't stand Orbiter for that reason. More realism would imo add nothing to KSP, certain things that direcly impact the building aspect (mining, base building, re-entry heat, food, water, oxygen) I want, but not advanced physics ,p

But yeah, a universal physics engine would be neat to have. But last I checked there isn't one. And coding one is definitely ridiculous in terms of "effort, knowledge, money and time" required ;)

13
Off Topic / Re: StarLife - an indie sci-fi 4X in making
« on: April 02, 2013, 04:03:30 PM »
Well PhysX can't do it, it's as simple as that ;) KSP doesn't want to be realistic in that way anyway

14
AI War / Re: Games too balanced
« on: April 02, 2013, 03:28:47 AM »
I don't think that even remotely connects to what I was saying.. I was saying that I went with a full maxed out (MK1, MK2, Mk3 bomber assortment) and FULL FLEET for 1500 ships and cap ships against a super fortress + fortress mk2 + EYE + MLRS GP + Tachyon GP (dunno what they are called now ,p) in the sector I described and didn't even scratch it's paint even though I know how to handle an entreched AI type, this sector was impossible until I literally used cheese to get near a fortress then destroy it, then lose my ENTIRE FLEET (thanks to black hole) and rebuild, it took over 2 hours to destroy the black hole gen all things considered. (That, and over 12000 lost ships to wipe the planet altogether). I guess if a SupFort doesn't regenerate anymore that is a bit less of an issue, but I think giving fortresses MORE damage against bombers isn't exactly the smartest thing in the world.

Forts need hard counters imo.

Granted, what I described happens only with certain AI combos but it happens, and boost supForts and forts makes it worse a grind, not less of one. ^^

15
Off Topic / Re: StarLife - an indie sci-fi 4X in making
« on: April 01, 2013, 10:50:02 PM »
I thought that fix was awesome, although it did only combat the Kraken, there is still the super Kraken (which happens because of even more precision issues, this time related to wobble propagation on very large and VERY complex ships (500+ parts) essentially a cascading feedback loop triggered by the force that "springs" in at the back of a ship when you go from high time acceleration to 1x that propagates to the front of the ship and back, it can rip a ship apart. I don't think that one is fixable apart from putting a strut-gun from quantum-strut mod everywhere near a docking port.

Anyhow, a game like KSP shows why realistic space is not something you want in a game like KSP ^^ Enjoy it for what it is. A build your own spaceship and notice you forgot the RCS thruster after a 10 hour mission to the MUN which makes it impossible to stabilize from a spin caused by a SLIGHT misalignment of the center of weight (ok, it's the tiny amount of 2.5 tons on the far side of 1 engine.. whoops) ;P As fuel was used the center of weight shifted to 1 of the 4 engines and now I can't thrust forward straight anymore.

Anyhow.. KSP rocks ;)

But I still hope StarLife has some more news more images and some gameplay soon ;) I wanna play a good 4x ..

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