Hey Alex, Can you give us some examples of these similar games hat have sold on steam that you mentioned?
-Quinn On Monday, 16 December 2013, Alex Sapp wrote: > It could be interesting to create a dwarf fortress style of reboot for > glob. The idea of keeping the indirect control scheme, focus more on > economy and empire level building. With military being a late game or end > meta game. Think more like an anthill, less like a small army. I don't know > if the task can be completed, but I think it would be a good way to get the > project running. Steam would also be a good medium to shoot for and launch > from, with its new steam green light and early access programs. > Distribution means support. > > The type of game glob is, a "town management" and indirect control. There > are a couple similar games on steam, but they are narrow and specific. None > of them are multiplayer. This team has more experience putting multiplayer > together than games that are selling just single player versions of your > idea, and selling by the thousands for $10 a copy. > > Here is what I suggest. Buggy but multiplayer has ALWAYS been superior to > a polished single player. Indie success stories such as mine craft and > terraria and prime examples that multiplayer makes the difference. The best > AI to fight against or interest with, unless unfairly balanced, gets boring > and predictable. Multiplayer fixes that. > > A large scale town management game that you can fight against a friend in. > Think about it. Far less advanced games, lacking multiplayer, based on the > idea of indirect control, have sold on steam very well. > > > Sent from my iPhone > > On Dec 15, 2013, at 6:56 PM, Bradley Arsenault <[email protected]> wrote: > > Frankly Leo while I wish I had the time to complete the game, I'm > struggling to get enough work done to make rent. I don't focus well at home > like I did when I was a teenager. Fortunately unlike start ups, open source > projects don't die nearly as easily, and its much easier to restart them. > > If we really want to revive the game, I think we need to get something > that carries momentum. Raising money on kickstarter would be a good start, > but I don't have the time nor the expertise to run a good kickstarter > campaign myself. > > Part of me thinks that the concept would be better served as a > freemium-style business then as an open source project. All of the popular > games these days are online based. Does anyone think the concept could be > converted to mobile devices? Maybe reduce the emphasis on war and more > economy building? > > > On Sun, Dec 15, 2013 at 8:24 PM, Balajee R.C <[email protected]> wrote: > > I have been quietly following this list for the past 4 years, and playing > Globulation off and on. Its a great game. A novel RTS idea. I think it > would be great for the game to be revived. > > I am a developer experienced with both C++ (and in particular, with the Qt > and OpenGL APIs which are the two things I use at work). I have also worked > on Blender Python (I have one accepted patch that I submitted to Blender, > albeit very minor). I cannot work full time on it. However, I would love to > spend any spare time I can muster helping out with the code. > > I sincerely hope you guys have success in reviving it. > > Regards, > Balajee > > > On Mon, Dec 16, 2013 at 3:40 AM, Leo Wandersleb <[email protected]>wrote: > > Hi informed gamer, > > any help is welcome ;) > > but more so, I hope to get an idea on how much help we actually could > expect for > which version of globulation. > > If all of a sudden people step up and fix bugs in the current game, I > would be > happy, too. Most likely that would be the cheapest way to get an actual > cool > game. The frustration to regularly crash unrecoverably makes the current > game > pretty worthless. > > > On 12/15/2013 06:41 PM, Alex Sapp wrote: > > I have no coding experience, and barely some graphic design experience > (might as well be none), but I am willing to help any way that I can. I am > in the US, have watched countless indie projects live and die, and could > say that I at least have the potential to offer advice on how to structure > the game, what features players want, and possible work flow advice. I can > also test extensively and can provide useful and unbiased feedback. Call me > an informed gamer. > > > > Sent from my iPhone > > > >> On Dec 15, 2013, at 3:35 PM, Leo Wandersleb <[email protected]> > wrote: > >> > >> Kickstarter being US only should not be a problem as I guess we would > easily > >> find some US glob2 member to handle that part. > >> > >> I'm more concerned about getting quality for the money. Last time I > tried to > >> push Glob2 with money, I'm not sure if it even helped at all as for one > I didn't > >> get half the agreed coding work for the money paid and maybe even > poisoned the > >> open source spirit by bringing money in. > >> > >> I wonder how many former glob2 players we could reach with a campaign > and > >> whether it is worth it, to share the funds with paypal and kickstarter > in other > >> words I wonder if the usual kickstarter user might jump on supporting > the > >> project if they are not former glob2 players anyway. > >> > >> About the design decisions: I am not passionate about reinventing the > wheel, so > >> if we can base glob3 on another game, that's fine with me, too. > (Mega)Glest [1] > >> for example has a nice game engine. I have no idea though whether their > code > >> base is stuck just like glob2's. In such a case, pooling resources > would maybe > >> > >
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