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Vince

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  1. There's coverage and there's coverage. For example, for EA launch we hired a small marketing agency and they sent out a bunch of nice press-releases and contacted every YTer in their database. Three months later they did a targeted push for the gaming media. The results were poor - a few sites reposted the press-release which did nothing (no sales spike or wishlist spike), but no major previews or impressions. We emailed them too, of course, everyone who covered AoD. Didn't get a single reply. Most YT videos do very little (or nothing at all). Splattercat's videos work well and always generate a spike rivalling summer sale events. Mortismal's videos don't have the same effect. No spike from Warlockracy either despite 258k views. Not sure why. Maybe different audience. We contacted a lot of YTers ourselves including Sseth and Mando. They didn't say no but didn't say yes either, so a weak maybe down the road.
  2. No money, no marketing. And no, a press-kit won't make any difference. Or a press-release that nobody reads. To do well, one needs: - a proper marketing campaign (need at a least 100k) - media love and attention, goes hand-in-hand with a large marketing budget - big name Youtubers - Steam's front page It won't make any difference either. No idea why they're charging money for it. We certainly don't sell press-kits
  3. Full changelog: Improvements - Added Custom Difficulty options, you can now pick and choose which bonuses you want, plus new middle points for several of them. - Added ship events to the "Taking the Lander" ending slides. - Added an epilogue to the "Landing the Ship" ending slides. - Added Chapter slides. Interface - Added follow and focus camera options. - Implemented game speed options, they can be set for combat/stealth and enemies and player's turns. - Added Always Run as an option (enabled by default). You can disable it and characters will walk around (Shift+Click for run). - You can now switch between small and big inventory grids in the options menu. - Increased inventory scroll speed. - Increased size of several fonts. - Standarized arm armor icons. - Added icons for damaged/old versions of some items. - Improved help screen. - Improved feedback on which training is being given. - Improved camera position in several events. - Tweaked dialogue screen. - Missing pieces are listed on Romeo when repairing it. - On leaving the factory and the habitat, the quests that will auto-resolve is listed. Changes - Artful Dodger: Evasion +12. 30% of hits are converted to grazes, 70% to misses (from 50/50). Removed under 13 HP bonus. This will lower the very high graze chances in the late game against high evasion builds. - Minimum graze chance increased by 5. - Spitter: Increased attack damage, lowered accuracy. - Adjusted armor stats for better progression. - Adjusted loot progression for better inventory management. - Tweaked some item prices that didn't correlate to the item strength. - Leaving the poison in the security room no longer triggers combat. - You can now use another character for sneaking towards the armory door. Your main character will participate as well, and both characters need to reach the exit zone. - Stealing the card in the church habitat is now steal 7, better loot in the apartment. Warning: Old saves will have the text as 6. - Fanning AP lowered by 1. - Added more options to use the initiative bonus. Fixes - Fixed slots in inventory screen at 4:3 resolutions. - Fixed buying items for 0 credits with Master Trader. - Fixed armory gang being alive when you killed everyone in stealth and reached the door. - Fixed pistolero premade character granting free stat and skill points. - Fixed being able to remove companion personal items by drag and drop. - Fixed missing door collision on mind worms combat in MC. - Fixed missing sounds on some doors and interactions. - Fixed issue with clicking the first character in stealth selection with a party of 4. - Fixed potential issue after Braxton/Mercy fight.
  4. New update with a bunch of screens (work in progress): http://www.irontowerstudio.com/forum/index.php/topic,7703.0.html
  5. Ultimately, your XP gain = Enemy's HP x Difficulty Modifier, so it doesn't matter if you kill the enemy quickly, in 2-3 hits or shots, or take your time. As for Strength: "Strength increases *max* melee damage by 1 per stat point (from -2 to +4), so if a melee weapon’s range is 4-10 and you have STR 8, then your damage range is 4-12, not 6-12 the way it works in most games, including AoD. If your STR is 4, then your damage range is 4-8. Thus STR gives you potential damage you may or may not roll rather than guaranteed +X to whatever you roll. Before you start complaining, high STR unlocks a feat reducing your attack speed with two-handed weapons, so it’s not a dump stat." Using AoD as an example, you can have a heavy fighter who hits once with a two-hander for 11-14 points of damage (power attack with a two-hander) and miss 2-3 out of 5 attacks on average or a fast fighter who'd hit 3 times for 3-6 points of damage (9-18 points of damage per turn) and miss 0-1 out of 5 attacks. Well... imagine fighting Antidas in his palace (the third IG quest); imagine doing nothing for 2 turns to farm XPs. Odds are, by the time you're done farming, half of your team will be dead and the battle will be lost. 1. Can't save in combat. Anyway, the idea - as always - is to keep combat challenging. By the time the fight is over, after 3-4 reloads, you should be happy that your party is still alive somehow, not thinking of doing it again to gain extra 10xp. Not planned.
  6. Vince

    The New World сменит название

    Among other things. I rarely check the refund data (reasons given when people ask for refund) because it's a fairly depressing read. Here is a recent sample:
  7. Vince

    The New World сменит название

    It's not bad but it's more fitting for a No Man's Sky type game where you hop from planet to planet. What do you think about Born Beneath No Sun? It didn't score very high on our forums but we're looking at the results across the board, including the Codex: http://www.rpgcodex.net/forums/index.php?threads/the-great-renaming-poll-2.123764/ Colony Ship is the winner so far. It's plain and uninspiring but it tells you what the game is about in very clear terms. Such plain and uninspiring titles often worked very well and even made iconic brands (not that making brands is our goal here), like Aliens, for example, or Platoon.
  8. Vince

    The New World сменит название

    The only thing in common is the format (X of Y) as pilgrims and orphans hit very different notes. Ours drew parallel with Mayflower's pilgrims, the puritans who left the old world to practice their own brand of crazy in the new world. They aren't orphans of the old world, they are professional assholes. http://slatestarcodex.com/2016/04/27/book-review-albions-seed/ However, the name got a very mixed reaction, as way many people associate the word pilgrims with travelers to Mecca or as someone said, "I still don't really care for Pilgrims. At least to someone of my generation, they are basically childish because your first, and last, engagement with them is in the context of school pageants and shit from ages 5 to 8. They are like the Easter Bunny or something." We'll still consider it but I doubt we'll go with it.
  9. Pretty much. The biggest mistake we can do is aim for too many features, so I'd rather add them slowly. In Dungeon Rats we added a Charisma-driven party system with XP split between the party members. In The New World we're adding a stealth system and grenades modifying the battlefield's conditions rather than doing direct damage. In the 'Inquisition game' we'll add a magic system and add more complexity to the dialogue system.
  10. I liked Elex a lot (and sandbox games in general, from Daggerfall (one of my all time favorites) and Gothic 2 to Jeff Vogel's Avernum games, but for some reason I've never thought of making one. Thus, I don't really think of what features to 'borrow' there. Plus I look at everything through the prism of what we can actually do (since we're a small team - not a lot). For example, I'd love to have destructible environments from Silent Storm, but we can't and so I don't think too much about it. Loved that engine though. What a marvel. Fantastic animations, the best I've ever seen. Anyway, overall, I'm fairly conservative. Rather than looking for cool, new features I want to focus on 3 things and do them as best as we can, hopefully improving with every game: - tactical TB combat - good dialogues (writing, branches, less restrictive checks - we don't want to let you do anything you want but we don't want it to feel like guesswork either) - interesting quests with multiple solutions and consequences My ambitions go no further. PS. One game that did make me think that it would be cool to make something like this was Battle Brothers. Brilliant concept, great foundation to build on.
  11. It's a good idea, but animations aren't my area of expertise, so I'll leave the decision to Ivan. In general, yes, it would be nice to have different animations for different skill levels corresponding to beginner, skilled, expert.
  12. Well, not exactly on the demo but on the combat system, armor models and animations, the starting town, etc. When the combat system and all the assets are done, we'll package it into a combat demo and release to get some feedback.
  13. We're aiming to release a combat demo by the end of the year. Full demo - 6 months after. The dialogue system will be the same as in AoD. PS. Some female animations: Before anyone asks, many characters have datajacks so shaved sides are fairly common:
  14. We post monthly updates but most of them are about the gameworld. Like the Monks: http://www.irontowerstudio.com/forum/index.php/topic,7551.0.html The animations are still work in progress. We posted them to show what to expect. The "nano-gun" effect is temporary. The animations have already been updated to reduce the recoil (old vs new, side by side for comparison):
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