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Author Topic: Stellar Monarch - 4X, turn based, space empire builder with no micromanagement  (Read 44384 times)

LordArchibald

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Re: 4X, turn based, space empire builder with no micromanagement (feedback needed)
« Reply #105 on: September 21, 2015, 09:28:26 am »

Version 0.13 (EarlyAccess, prototype branch) released.

I know I was saying it will be an Alpha, but just before release I played it and... not yet, that's not an alpha yet. So, it's another Prototype branch build.

This time I focused mostly on economy & balance. It's probably the most boring version :)

Changes/rebalance:
  • Industry redone (IC removed, instead there are industry ratings A-F)
  • Edict to control industrial investements Empire wide
  • Usable size of the planet (affects max industrial facilities)
  • Finances rebalanced & adjusted (Imperial tax, bureaucracy penalty, etc)
  • Old edicts renamed to Reforms and new ones done
  • Icons for technologies also technologies simplified (more consistent now)
  • Starvation, proper population growth, etc
  • Better summary of ships in the flet (average per squadron)
  • A lot of smaller improvements

New features:
  • Fleet modernization option


Progress report video:
https://youtu.be/AMktDqza6lQ
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Legends of Amberland: The Forgotten Crown - classic RPG (topic)
Stellar Monarch - 4X, no micromanagement, turn based (topic)
Homepage: http://www.silverlemurgames.com/
Twitter: https://twitter.com/SilverLemur

LordArchibald

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Version 0.14 (PROTOTYPE).

A lot of smaller changes and polish.

Changes:
- ground combat redone (invasion progress)
- intelligence screen (description of races & special traits)
- civilized races take into account threat level
- interface improvements & many other small improvements, balance

Progress report video:
https://www.youtube.com/watch?v=_Vay6Ptm2a0
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Legends of Amberland: The Forgotten Crown - classic RPG (topic)
Stellar Monarch - 4X, no micromanagement, turn based (topic)
Homepage: http://www.silverlemurgames.com/
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LordArchibald

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Version 0.15 (EarlyAccess, prototype branch) released.

It's an important version, this time I focused on redesign. I found out the game was getting more and more complex without introducing interesting decision to make or fun things to do. So, I stepped back and redesigned a few things also I have mercilessly cut out the weak parts. Now it's a bit more simple but more deep, fun and interesting. It's funny how removing some complex things (economy) can actually result in things becoming less trivial (available choices).

Changes/rebalance:
  • Old economy system was thrown out, a simpler but more fun was introduced
  • To build ships you need minerals (also a bit of money but that's not the bottleneck)
  • Since money is not used primarily to build new ships anymore the player is encouraged to use it for other purposes (I love that part, it unlocks so many possibilities)
  • Changed the planetary installations mechanic (now it's more predictable and overall makes more sense)
  • Removed the budget feature (it will be partially back via audiences later, but in a more interesting way)
  • Claims to planets introduced
  • Pirates are highly resistant to planetary defences
  • Diplomatic options (Embargo, Give Weapons to minor race)
  • Balance, a lot of it was done
  • A lot of small improvements and fixes

Progress report video:
https://www.youtube.com/watch?v=yKmNy9ArEGA

Steam Group:
http://steamcommunity.com/groups/pocketspaceempire/discussions/1/523897653306395964/
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Legends of Amberland: The Forgotten Crown - classic RPG (topic)
Stellar Monarch - 4X, no micromanagement, turn based (topic)
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Mephansteras

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Keep up the good work!
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LordArchibald

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ALPHA stage reached. Note I have reduced posting in order to focus on finishing the game. Also the progress report videos will be more rare.

========================
Version 0.20 (EarlyAccess, alpha branch) released.

The first Alpha branch release. It's very rough, but if you are really, really stubborn you might find it playable :) Note that not everything works as described (like some technologies do not work yet), I will be finishing these in future versions.
BTW, starting of this version I'm accepting balance related feedback.

The current gameplay routine is: "get as many planets and prestige by turn 250 as you can" (you can choose to play after turn 250 if you wish).

Changes:
  • A lot of polishing and improvements in order to make it playable
  • Simple victory conditions (only for the first 2 scenarios)
  • Eras introduced (the gameplay was soft-divided into 5 eras, each era offers specific challenges & opportunities, also some decisions are limited to "once per era", I know this probably does not sound very exciting but it fits with the gameplay well)
  • Alien races might behave differently depending on era (like the Hive will have additional overminds and range in the "Offensive of the Hive" era, Pirates are more annoying in the 1st era, during one era all major races form a coallition and try to crush the Empire and so on). In future these will be more random so the gameflow will be less predictable.
  • Contracts by independent contractors (offered during audience)

========================
Version 0.21 (EarlyAccess, alpha branch) released.

The second Alpha. The goal of this version was the strategic level balance (player's conquest) and convenience (auto ships building).

Changes:
  • Auto ships building. Now you set priorities and quotas for ships then imperial shipyards will try to build these to fit your orders & casualties (it works great, much more logical, convenient and thematic than the old manual system).
  • Option to decommission (scrap) ships.
  • Science levels grant bonuses. Like you get bonus to damage for the highest technology level of Energy science. It's an additional incentive to go for the highest level techs.
  • Truce mechanic (civilized races only) and diplomatic points
  • Audiences & Eras improved
  • More technologies
  • Rebalance (it's much easier now, note that in the final game there will be 9 difficulty levels so it should be playable & challenging to both casuals and the most hardcore players)
  • A lot of small things done (more stuff works now or was polished)

========================

SteamGroup: http://steamcommunity.com/groups/pocketspaceempire/discussions/1/496881136907525136/
Homepage: http://www.pocketspaceempire.com/
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LordArchibald

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I could really use some feedback you know. I'm at the stage when I have most of the features in place (many of them unfinished) and now trying to decide what should survive and what should be removed, what expanded and what simplified.

If you have some thoughts, any thoughts, post :)
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ndkid

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I could really use some feedback you know. I'm at the stage when I have most of the features in place (many of them unfinished) and now trying to decide what should survive and what should be removed, what expanded and what simplified.

If you have some thoughts, any thoughts, post :)
I have checked in on this thread before, came back to it today, saw that the developer was saying he could really use some feedback on his work, so I said to myself, "oh, sure, I have some spare cycles at work today, so I'll go download his game, give it a whirl, and compile some feedback".
So, I went looking for a place to download said game. I scoured your various steam links... no download links. So I headed to your website, looking at the blog posts about the alpha... no download links. I began to suspect something, so I clicked on the Pre-Order link on your webpage... suspicion confirmed.

You're not actually just asking folks to try out your game and give you feedback. You're asking folks to *buy* your game so they can test it out and give you feedback. I don't think there's anything wrong with that, but I do feel like you've done a bait a switch. I think the companies that handle early access the way you're choosing to do so are generally clear in their messaging: "pay money to join our early access program and help shape the development of the game", rather than "hey, I've decided to make this game, and I could really use feedback on it."
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Retropunch

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I could really use some feedback you know. I'm at the stage when I have most of the features in place (many of them unfinished) and now trying to decide what should survive and what should be removed, what expanded and what simplified.

If you have some thoughts, any thoughts, post :)
I have checked in on this thread before, came back to it today, saw that the developer was saying he could really use some feedback on his work, so I said to myself, "oh, sure, I have some spare cycles at work today, so I'll go download his game, give it a whirl, and compile some feedback".
So, I went looking for a place to download said game. I scoured your various steam links... no download links. So I headed to your website, looking at the blog posts about the alpha... no download links. I began to suspect something, so I clicked on the Pre-Order link on your webpage... suspicion confirmed.

You're not actually just asking folks to try out your game and give you feedback. You're asking folks to *buy* your game so they can test it out and give you feedback. I don't think there's anything wrong with that, but I do feel like you've done a bait a switch. I think the companies that handle early access the way you're choosing to do so are generally clear in their messaging: "pay money to join our early access program and help shape the development of the game", rather than "hey, I've decided to make this game, and I could really use feedback on it."

Agreed. If you're really in need of feedback, why not create a beta test group from previous buyers, or send out a few free copies on the condition of feedback/create a beta test group? (that's not me asking for a free copy as I haven't got the time to look into it unfortunately!)

I think I mentioned it earlier on in this threat, that from a relatively unknown developer relatively few people are going to be happy to shell out money for something in really early access - especially in this sort of niche area.

I really do wish you all the best with this as I love the sound of it!
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

LordArchibald

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You're not actually just asking folks to try out your game and give you feedback. You're asking folks to *buy* your game so they can test it out and give you feedback.
The truth is much more trivial, I have no such devious plan I just plain messed it up :)

First I went for crowdfunding, so I needed some rewards, one of them being EarlyAccess, then after the crowdfunding failed I though "ok, let's put this EA as a direct selling without crowdfunding so people who wanted to back me up could still do it", so I did. And I ended up with a poor setup when I sell 3 versions of the game ("sell" being an incorrect word since it's not about money at this point) and well, can't put a direct download to alpha if I don't want to be accused of cheating by those 10 or so people who bought it ("we paid for it and now it turns out you give it out for free, that's outrageous"). Honestly, I don't get why others do this whole EarlyAccess, it makes no sense to me...

Ugh... I really wish I handled it differently. Now I'm stuck... If you have ideas how could I dig myself out of this hole I'm all ears :)
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Legends of Amberland: The Forgotten Crown - classic RPG (topic)
Stellar Monarch - 4X, no micromanagement, turn based (topic)
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ndkid

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You're not actually just asking folks to try out your game and give you feedback. You're asking folks to *buy* your game so they can test it out and give you feedback.
The truth is much more trivial, I have no such devious plan I just plain messed it up :)

First I went for crowdfunding, so I needed some rewards, one of them being EarlyAccess, then after the crowdfunding failed I though "ok, let's put this EA as a direct selling without crowdfunding so people who wanted to back me up could still do it", so I did. And I ended up with a poor setup when I sell 3 versions of the game ("sell" being an incorrect word since it's not about money at this point) and well, can't put a direct download to alpha if I don't want to be accused of cheating by those 10 or so people who bought it ("we paid for it and now it turns out you give it out for free, that's outrageous"). Honestly, I don't get why others do this whole EarlyAccess, it makes no sense to me...

Ugh... I really wish I handled it differently. Now I'm stuck... If you have ideas how could I dig myself out of this hole I'm all ears :)
Refund the amount over $10 to the folks who paid extra for early access and then open up the alpha to everyone?
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Hanzoku

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Another idea, explain to the others that they're entitled to the final game when released, but will be making alpha -> a cutoff openly available for more feedback and exposure. When the game is ready, you can release the game for pay, early backers will have the game at a reduced cost and people who wanted to play and help influence the alpha/beta process will have had a chance to.
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Retropunch

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Another idea, explain to the others that they're entitled to the final game when released, but will be making alpha -> a cutoff openly available for more feedback and exposure. When the game is ready, you can release the game for pay, early backers will have the game at a reduced cost and people who wanted to play and help influence the alpha/beta process will have had a chance to.

If you can't persuade those 10 or so people to beta test for you, the above should work. Those who have already paid for early access will get the full game later for free (as well as having access to it so far) but those who want can get in on an alpha now to help you test it.

Above all though, be really transparent about it. I'd definitely ask for help from those who bought into EA first if possible, but if not let them know what's happening and why. To soften the blow (and it's really not much of a blow!) why not add in another extra for those who have already bought into the EA? Even if it's something small, it'll let them know you're grateful.

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With enough work and polish, it could have been a forgettable flash game on Kongregate.

QuakeIV

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Hey I can't get it to run, it just crashes as soon as it tries to start, where do I go to get help with that?

e: HAHAHA JESUS CHRIST IM AN IDIOT

e2: I'd be up for beta testing, I am studying for a computer science degree and seem to be at least basically competent with software development.
« Last Edit: December 26, 2015, 04:38:52 am by QuakeIV »
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LoSboccacc

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Do a free weekend as a sale initiative. You are not going giving away anything that way and hopefully you get more data. Make sure to have game progress tracking in, so reporting is automated.


Is a captivating trailer in?
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Retropunch

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Do a free weekend as a sale initiative. You are not going giving away anything that way and hopefully you get more data. Make sure to have game progress tracking in, so reporting is automated.


Is a captivating trailer in?

If you can find a way to do a free weekend ala Steam then fine, but if you're just giving away the game free for a weekend you'll piss off all your backers and hurt future sales by people just waiting for it to come around again
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With enough work and polish, it could have been a forgettable flash game on Kongregate.
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