![]() I wrote the bulk of the "How To Play" in-game wiki sections, but the most basic and understandable ones for new players were. I was going through a really painful divorce and had a ton of anxiety and couldn't face work, and these two kept things alive and improving.īut it never stopped there. Puffin has also had a ton of ideas on how to make things better in all sorts of sections of the game, and there was a period of about three months late last year where he and Badger were basically doing ALL the development on the game and I just pushed out releases of what they were doing. Most of the voluminous "balance change" sections on the release notes are from him working with other players or just reasoning things out himself. After I implemented the new tech system one way, he's the one who figured out how to make it substantially more balanced. RocketAssistedPuffin has also been involved heavily for the last year plus, and has taken over huge numbers of things that I never would have had time for. Growing Volunteer Developer CorpsSo, Badger is not remotely the only person I need to call out as being absolutely indispensable. Any credit for my "singular vision" on the game is doing him a major disservice, but he's a quiet sort of guy when it comes to taking credit, so I wanted to take this chance to call him out in particular. This game wouldn't exist in anything like the state it does now without Badger. Not to mention all the bugfixes, balance tweaks, and. Some of your favorite UI detail screens, like metal flows? Badger. Some of the most brilliant and devious things that the AI has in this game compared to the first one? Badger. Not only did he single-handedly conceive of and implement the nanocaust and macrophage, but he also did the dark spire and marauder impelementations, among many, many other things. What happened next was essentially us getting a developer - volunteer, no less - who contributed as much to the design of the game as I did, in my opinion. After a while I was essentially like "so, do you just want source code access, given how much you're doing here?" Because he had started doing some mods - nanocaust and macrophage, at the time, IIRC - and it was clear he would be less hand-tied if he had more access. When a lot of other people were just bouncing off the game and waiting around for Keith LaMothe and I to figure things out on our own - understandable, really - Badger was there providing really key insight and ideas.īut that was barely the start for him. For a lot of the first year, he was responsible for something like 80% of the bug reports and feature ideas on our idea tracker. You have this guy to thank as much as me or Keith for this game existing.īadger has been involved since the kickstarter, with questions and comments and key insights. They plan to use the delay for polishing, balancing, honing the game's systems, and so on.Ī delay's a delay, but do go read the blog post for some interesting chat on why diplomacy in 4X games usually sucks, and how Stars Beyond Reach tries to do it differently.MVP Award: BadgerBadgerThis section is long, and in some ways tangential, but if you read it you'll understand why I've put it here so prominently. As for the total yearly income for the company, I think that the biggest blow would be releasing a substandard game rather than a delay of (sigh, yet another) another month." Both TLF and AI War have exceeded the amount it will take to break even on this game, and I think this game will be notably more attractive to customers than TLF - if we finish this up right. "And I do think that we can really recoup this. This delay does raise the bar yet again on how much the game has to gross to break even, but that’s frankly unavoidable at this point. ![]() Between the two of those, that was more than a third of our income so far this year (it’s been a slack year). "Arcen just had a reasonable windfall what with the Steam Summer Sale and the Daily Deal for TLF. You might think that fairly obvious, but some people nowadays. The Last Federation and Valley Without Wind devs decided to delay their new game than release it wonky, figuring that the game being in development longer will cost them less than if they were to released it "substandard". But this time, for real, for really real, they have a release date: September 25th. ![]() Do you remember how Arcen Games had planned to launch their alien 4X strategy game Stars Beyond Reach on June 5th? Well, yeah, you can guess how that worked out.
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