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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