24 July 2018, 13:25 | #221 | |
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Quote:
Reworked the controls recently, so that now the character direction sticks when you hold down fire. Feels really natural, like strafing in an FPS |
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24 July 2018, 16:15 | #222 | |
Code Kitten
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Quote:
Also I realized that I had not pre-ordered the game yet, so just did that. (I would prefer funding you guys through an official crowd funding project though. ) |
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24 July 2018, 21:51 | #223 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
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Thanks!
In regards to preorders or crowd funding, I think for our next game we'll follow what we recently did with Worthy if possible. I.e. go directly for the release. |
24 July 2018, 21:52 | #224 | |
Banned
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Location: London / Sydney
Age: 47
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Quote:
...yup, screw crowd funding rubbish; time and time again this hasn't worked on the small Amiga platform and you probably then won't get the desired sales. Stick with what you know works best |
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24 July 2018, 21:59 | #225 |
Pixelglass/Reimagine
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Location: Athens
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True, however it's not unprecedented in the Amiga scene. Viddi managed to gather 200 presales thrice with his 3 TOG titles. He seems to be very much on top of this game
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24 July 2018, 22:46 | #226 |
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25 July 2018, 15:12 | #227 |
Puttymoon inhabitant
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With Gorluth Viddi applied the same model like AlarCity IIRC.
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26 July 2018, 13:57 | #228 |
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Crowdfunding is yesteryear's buzzword. Use blockchain for your new project instead!
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17 August 2018, 13:19 | #229 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
Posts: 193
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This "simple" statement is wonderful to read. The Amiga world needs lot of Pixelglass games!
Any hints on what the next game will be? Regarding Alair: Great to read the progress on the controller front. Sounds good that fire direction is then locked! Looking forward to play that. |
25 August 2018, 22:19 | #230 | |||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
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Quote:
The vast majority of the KickStarter Amiga projects which were not serious never reached their funding targets so no "funder" ever lost their money on them. Most of the successful ones delivered their promise, so overall this is working quite well just looking at KickStarter data. The biggest recent fail was the re-release of the Cinemare Defender of The Crown edition, but overall this is still an outlier. Vidi delivered on Gorluth even though he was also crowd funded, just like Alar City it is crowd funded, except on an individual basis with zero guarantees. Platforms like KickStarter at least allow backers to cancel their pledges and offer more guarantees overall. If the funding pledges are the same as the pre-order prices this should not decrease the numbers a bit, on the contrary, KickStarter gives higher visibility on average just because it draws a large public in which knows about the Amiga but does not necessarily reads/follows Amiga related sites. Quote:
Quote:
KS essentially centralizes all this work for you but the result is the same: people pledge their support and this funds the project. |
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25 August 2018, 22:26 | #231 | |
Banned
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Quote:
...and also there are some pretty famous Amiga people associated with the above i.e. Allister Brimble and Chris Huelsbeck. It really wouldn't matter what method these guys chose; they were bound to be successful |
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28 August 2018, 04:01 | #232 | ||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,033
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Quote:
If Alarcity went kickstarter it would have also failed imho. Seeing our presales campaign in hindsight, we didn't managed to reach half of our target goal and this despite the positive feedback from the video, the latest demo and PR efforts. I seriously doubt kickstarter's guarantees could have turned the tables. Quote:
Could it be any different? Perhaps. Just see the Amiga hardware market in comparison. The supply is excellent, the demand is great and there's a steady flow of people, ready to reach deep into their pockets to equip their miggies with the latest x, y, z gadget or peripheral. It trully amazes me f.e. to see more than 2900 Vampire cards sold already! Kinda makes you wonder, why 2900 Amigans haven't preordered Alarcity yet?.. Joking aside, (and away with whining) I trully believe we're in a turning point currently. The Amiga gaming scene is expanding, the quality and quantity of new titles is raising and the community is always here to support! Worthy is already proving to be a success story for us and I'm positive Alarcity will also follow in it's footsteps! |
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24 September 2018, 15:09 | #233 |
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I need to apologise. I haven't been very good with keeping the game rolling at a reasonable development pace. My heart hasn't been in it so working on it has been a chore lately, and the anxiety from letting everyone down by not having it done already has been putting me off working on it.
But I've had a good talk with Tsak about it and I feel a lot more reassured about the development of the game. In fact, I'm rather excited about the possibilities of where we could take it. So I just need to let everyone know - yes, it's still coming, and yes we'll get it finished, but it's almost certainly not going to be by the end of the year. Please keep the faith! |
24 September 2018, 17:14 | #234 |
aka (Cpt)JohnArcher
Join Date: May 2018
Location: Dresden / Germany
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Thanks for the info, earok, and no problem. Take your time; maybe even take a break. I think it makes more sense if you are fresh and motivated, then the work will be much better. And taking some time off could help with getting motivated again.
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24 September 2018, 21:45 | #235 |
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As much as I would love to see this game finished I understood that sometimes it is good to take breaks. I only hopes they won't be too long. It is good for passion and hobby to not burn them, take a break and back when You know what to do next Just do not abandon this game, pretty please
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25 September 2018, 12:04 | #236 |
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A break does you the world of good from coding which is all of thr below:
Time consuming Tiring Frustrating Addictive (if the right project) Rewarding Many people (i’m not saying the EAB) under appreciate the effort involved in game making. On the subject of funding, my next project will be offered as pay something or download for free. Any payment would go toward my next project. You have to do it for the love. There’s no money in retro game making. Geezer Last edited by mcgeezer; 25 September 2018 at 12:09. |
01 October 2018, 09:23 | #237 |
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yeah game dev can be a bit of a rollercoaster.. don't feel bad about hitting a difficult patch - happens to all of us.
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02 October 2018, 06:37 | #238 |
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Thanks @gzegzolka @mcgeezer @spacey, I appreciate the support
I've started developing a fresh codebase for the project to build it ground-up with what I know about Amiga development now that I didn't when I started (which isn't to say that I'm abandoning the old one - I'll take parts across when necessary). Will get back in touch once I've got a bit more to talk about. |
05 December 2018, 15:15 | #239 |
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Is there any kind of completion guess for those that have pre-ordered? Delays are unavoidable but a ground-up fresh codebase sounds a little alarming!
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05 December 2018, 18:49 | #240 |
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Honestly, no I don't have a completion guess - though I'd be extremely unhappy with myself if it didn't come out next year.
Things are progressing in the background. The scrolling has been rewritten to support larger levels (Chaos Engine size). Graphics are interleaved now so more can be blitted during a frame. We've developed new tools to support converting maps from Tiled to Alarcity's map format in a single drag-drop operation for streamlining the level development process. And Tsak is working on a whole new set of graphics for both the player and enemies. We're going to get it done, and it's going to be up to the PixelGlass standard, we just don't have a definitive completion date right now. |
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