knorke wrote:I still think the engine should also be advertised to developers, ai coders and the like.
While I think this is probably the case on one level, the way I see this happening is:
1 in 100 gamers is a developer, one in 100 developers is a potential spring developer, so for every 10000 new players we acquire we get one spring developer.
The problem is, unless you know where to find a place where those 1/10000 developer gamers are hiding, the best way to reach them is to have a critical mass of gamers so that the news about spring propagates under it's own momentum and reaches them naturally.
I think some forums like SA actually have a high number of computer guys who are not pure gamers.
The modDB page could be redesigned to show the engine, not a game.
Or AI forums maybe? There is a AI competition for Starcraft and there are games like rars: http://rars.sourceforge.net/ some game where you programmed race cars. If people "play" that sort of things, why not show them how to make a spring ai?
Sinbad hit the nail on the head. The best way to get popularity is to get a lot of players, they'll build their own momentum and word of mouth advertising and it will reach the ear of developers. There's not really any way to just find a group of RTS developers and tell them about Spring.
All we need is a Minecraft mod, seriously. Something enough retarded like that will get a lot of players here.
So... instead of trying to make the most epic looking and most epic features having RTS, we just need a game you cant lose, a game where experience doesnt matter. Which is the total opposite of RTS'es...
TradeMark wrote:All we need is a Minecraft mod, seriously. Something enough retarded like that will get a lot of players here.
So... instead of trying to make the most epic looking and most epic features having RTS, we just need a game you cant lose, a game where experience doesnt matter. Which is the total opposite of RTS'es...
But smoth has been too busy making Gundam awesome to get around to making STD... (we're going to need to come up with a better acronym for that...)
I dont see were banning emannuel transfered spring into a horror/suspense-shooter, but please enlight me.
Also maps were our minecrafts, they were easy to do, easy to implement, and maps we got. If you make it simple enought to use you get dick-maps, dick-creatures, and dick-statues. Dicks everywhere!
In addition to the noxious personality emanuel was an eccentric genius... or just crazy... it was never clear due to the language barrier (namely, he couldn't communicate in any language)
Srsly, its very nice of you to call him a genius, but part of the genius is to be discovered after some safety distance (half a century, some month) has passed.
That has yet to happen (although i really loved the warcrime unit)
Not everyone who filters new recombinations out of the static white snow that is creativechaos is automatically brilliant, there are also those who just remain dysfunctional TVs.
He could have had a dozen fresh starts, this is the intertubes after all, he could have get another to translate for him and overcome his hostilitys with other boardmembers. He choose not to do so. Respect his wish. And why does every marketing Planbuero-thread end in this wish?
TradeMark wrote:All we need is a Minecraft mod, seriously. Something enough retarded like that will get a lot of players here.
So... instead of trying to make the most epic looking and most epic features having RTS, we just need a game you cant lose, a game where experience doesnt matter. Which is the total opposite of RTS'es...
But smoth has been too busy making Gundam awesome to get around to making STD... (we're going to need to come up with a better acronym for that...)
Didn't he give the content to the CA guys? I remember speccing a neat tower-defense game that was based on the old Smoth TD content.
Tower defense mod wont become that popular really, you can lose in it. Now, lets think a little bit simpler... a sandbox. Think of a real 3d sandbox. You have a shovel and some buckets and you can start making different shapes with the sand. Now, if you buy the game, you can get different shaped buckets, and more colors! YAY FOR COLORS! ^_^ Later, the expansion pack gives you the ability for custom made buckets and a magic wand. A MAGIC WAND!!!! ^__^!! MAGIC WAND TURNS SAND INTO DIFFERENT SAND!! OMG!
Seriously... people would love that... just imagine someone wastes 480 hours making an Enterprise ship out of sand, oh wait... thats already done.
The Minecraft Enterprise was a hack. It was imported, not built.
But yes, Minecraft is an interesting example - it masquerades as an FPS game, but really the monsters just provide you with the impetus to build... and before you know it, you've become so emotionally invested in your structure that it takes over and the game becomes about creativity.
That's it's success. Guys that would never touch the map editor of Cube 2 or whathaveyou, no matter how easy it is to operate, do so in Minecraft because the game forces you to do it to survive, not just as a creative option.
RTS games do so by nature, but RTS games lack much actual room for artistry - form follows function.
Of course, the only retail game I can think of that follows Minecraft's example - a game with small, easy impetus and big sandbox, is the much-maligned Spore.
Pxtl wrote:Guys that would never touch the map editor of Cube 2 or whathaveyou, no matter how easy it is to operate, do so in Minecraft because the game forces you to do it to survive, not just as a creative option.
What, You have to build something all the time or you die?
In Minecraft, darkness brings monsters - they spawn randomly in darkness.... even in your own basement. Tough monsters. So you must build walls and torches to keep them away. But torches go out, only lanterns stay lit. But to get materials to build better walls and lanterns, you have to dig. But it's dark underground.
See? Impetus.
I could see a tower-defense/dwar-fortress/minecraft hybrid game. By day, you can build freely and raid nests. By night, monsters attack... but even if they succeed, they smash a few things up, disappear, and the game goes easy on you for a few nights. So you build a bigger and more splendid structure, go killing monster hives for resource X, build mines (and defend them) for resource Y, etc. Basically, a really forgiving form of CA chicken defense with a far more complicated economy. Something that lets you keep building over minutes, hours, even days into a base as you build walls and spires and whatnot, attracting bigger monsters and harvesting rarer materials. Occaisionally you attract or awaken something too big and it eats part of your base and then leaves, but it's not like CA or Tower Defense where you get overwhelmed and then it's Game Over. You curve the gameplay to meet the player.
SinbadEV wrote:
But smoth has been too busy making Gundam awesome to get around to making STD... (we're going to need to come up with a better acronym for that...)
Didn't he give the content to the CA guys? I remember speccing a neat tower-defense game that was based on the old Smoth TD content.
knorke wrote:The one with 2 paths on DSD?
yea, what happend to that, it was pretty cool for the early state it was in?
It's on hold while I focus on the mission editor.
I could see a tower-defense/dwar-fortress/minecraft hybrid game. By day, you can build freely and raid nests. By night, monsters attack... but even if they succeed, they smash a few things up, disappear, and the game goes easy on you for a few nights. So you build a bigger and more splendid structure, go killing monster hives for resource X, build mines (and defend them) for resource Y, etc. Basically, a really forgiving form of CA chicken defense with a far more complicated economy. Something that lets you keep building over minutes, hours, even days into a base as you build walls and spires and whatnot, attracting bigger monsters and harvesting rarer materials. Occaisionally you attract or awaken something too big and it eats part of your base and then leaves, but it's not like CA or Tower Defense where you get overwhelmed and then it's Game Over. You curve the gameplay to meet the player.
Incidentally, all of this could be done with the mission editor, except for resource (feature) spawning. But that functionality is planned.
Fun fact gundam was second only to mincraft for around 2 days right now it is 6th. I have had over 5k hits to the main profile and something over 500 dls.
You guys have always given me shit about advertising but I have been learning through experimentation on how to get attention. So all this time I have been saying leave it alone don't advertise is because I have been testing the waters.