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报告翻译问题

How about you? How are things going with work and kids? Played anything good recently - maybe I'll put it on my wishlist for later.
I can imagine that marketing would be an issue. I also believe we discussed that even some well-reviewed, higher-profile games sold pretty low numbers. At the end of the day, you have to pay the bills. Seems like a beast of a business to me (my first dream, creative writing, can also be...part of the reason I never really did anything with it).
I agree that neutrals are a good idea - just not sure how I would do it if I were the designer. If weapon stats remain the same, then probably game modes could maximize tension.
Interesting possibilities come to mind, though:
-asynchronous base mode: one player has more ships/points. They lose if their base is destroyed but have to destroy the enemy fleet in a certain number of turns, else it's a draw(?). Do they divide forces, protecting with half their fleet and hunting with the other? Or do they go all-in for one option?
Will try to write more later. Happy hunting. All the best in life and work.
Marketing is always an issue. A good game is never enough, there also needs to be luck or a good marketing effort. Of course I only made it hard for myself with a niche game.
Glad it could help some. I can definitely understand the lack of ability to do real coding. The thing is that, after I started typing out my thoughts, I realized that neutral contacts might be a much easier design option in modern naval sims than with CI, where ships can take several hits before going down. I think it could still be done without major tweaking, but it would be tricky to maximize potential there. An interesting problem. The collection mode could work, but might be best in combination with combat IMO.
As for becoming vastly more popular, I'm sorry that's a barrier, but the competition for gamers' attention and wallets is super stiff. Success seems to require a portion of "luck" as well. Personally, for example, I could never understand FTL's total appeal...
Unfortunately I probably won't have time for anything that requires much bespoke coding. Perhaps never, unless the game becomes vastly more popular. Although there are still many smaller things I can do to improve the game.
3. Other options could include playing with the detection/stealth mechanic (game modes like blockade run, etc.).
4. On the more monstrous side of labor output, creating a framework for series of skirmishes with inventory management, randomization, upgrades (like a "dynamic campaign") could be an option for further in the future. I only mention it because it's in huge demand among players and well received when it works.
Again, with neutrals the idea came from situations from the naval sims like "that contact is headed our way at XXX speed and not diverting...could be a 747 or a strike fighter...do I down it or risk a major loss?" Right now in CI there is some tension before the enemy ships are revealed in skirmish...
Thanks for thinking of me. Yes, we're good. Very, very little free time (or even time for each other) with kids, but it's also great.
Glad to hear that CI is still going forward - it's easy in some periods to lose passion...caused me to give up on a project or two.
Ideas for neutrals:
1. Basic idea was just the tension found in Fleet Command (and CMANO) - you have unidentified contacts and know there are enemies but also civilians, so the tension comes from balancing the risks involved.
2. I think where the tension comes from is that, in those games, most hits can be fatal. So if a unique mode was added, maybe it could play on that. In any case, even if it's not damage that causes the tension between different options, it could be other things. Might take some tweaking in the new mode to make that work...
Okay. Sorry to hear about the other project - independent creative work markets seem like the wild west at times. I thought for a long time that success meant constant high performance and no hiccups...now I feel a good chunk of it is good hiccup management. Hang in there.
Ok I'll put down a task to take another look at them.
The other mobile project? It has stopped. I'm back to working by myself. However, I have a couple of other ideas I'm going to try prototyping over the next couple of weeks, once the 1.0.1 release is out.
Thanks, will do (and you too),
Charles.
Thanks - I'm fine. Life is pretty non-stop here as well, but also very good.
Odd that Wargamer felt that way, but I have to admit I was mostly thinking of "grassroots" social media marketing. A few devs just post on some of the forums...those communities are active and connected, and if you are transparent and not too overtly commercial, it could be a good way just to amplify exposure and alert a larger community. I often see stuff for things like business sims on the forums even, boardgames, what have you
I don't know what you can say, but how's the other project going?
All the best with all of it! Keep in touch.
FYI: I sent a key to wargamer.com , but they sent a polite reply explaining why the game didn't fit with their website. I thought that was nice, as most never reply.
Just a quick hello - I saw the recent release / sale, and read your post about the roadmap for CI. Better: Just played a couple skirmish matches - it's great and getting better all the time. This one's a definite recommend for me, but is on the way to becoming something of a personal classic.
BTW - how's life?
Glad to have a help. You're right about Matrix/Slitherine - I hadn't thought of that aspect. A brief note - Wargamer is owned by those partner companies. It's pretty objective, but there is some closeness there. Mostly the gamers there are anti-glitz-and-graphics and tend for quality and a more traditional wargame style. Games that focus on tactics and require some thinking will be welcome there.
As for my institute, yeah - it's great. We're kind of cowboys in the business world, but while retaining a good deal of humanity. It's rewarding work. Social media management is getting to be part of my job more and more.
I have taken a look at the Matrix/Slitherine forums and they seem very focussed on their own games - not sure I would be welcome there. Or am I looking in the wrong place?
Not sure why I hadn't heard of wargamer.com before, they look like just like my kind of thing, and they have a PR section too. I have joined the forum and will post about CI in the lead up to release. I will have to see if I can track down contact emails for their reviewers too. Thanks.
Things are good, thanks! Our institute just finished putting on our big annual Future Congress (check us out at www.2bahead.com/en if you're interested sometime). It was really cool. The business world is not where I thought I would land, but it's refreshingly different from a lot of the stereotypes.
I'll check out the link on Gladiabots - sounds cool!
BTW - for CI, have you gotten in touch with the matrix/slitherine/wargamer.com communities at all? It seems pretty much up their alley and devs get in touch on the forums sometimes...
The alpha is up free on Itch.io at https://gfx47.itch.io/gladiabots , I also recorded my hour of playing (in 3 parts) and put it up at https://www.youtube.com/watch?v=HyO7SNZG9j8&list=PLTLapARdhT1hK21i90Kpq9A7cmKeL7pYw , I may do more videos, I'll see. I did these as practice for the the LPs I'll need to do for CI, but I thought they were good enough to publish (for now).
I sent a prototype of the previous idea mentioned to the other local devs, they said they liked it, and now its their turn to do their bit. It has been 3 weeks and nothing yet, but we all have other tasks, so it is no problem yet. And even if they do nothing, I'm comfortable with my other ideas (and they are space themed so I can reuse lots of art assets :).
How are things with you?
It's great to see things moving along for CI, and that full release is near (whoop, whoop!). How are you doin?
Now that the game has reached what I consider an acceptable level for a release, I feel much more relaxed. The end is in sight.
There is absolutely a chance neutral unknowns can work in other skirmishes. I've kept the code in and now it is just flicking a boolean from false -> true to turn it on for a skirmish. It just requires a scenario that benefits from some uncertainty about who is an enemy. Neutral unknowns took a little longer to get working than I hoped, so ran out of time for other things. Ideas like the ones you mention could work.
However, I'm not going to promise I'll add them. Maybe, but definitely not until after the proper release. Maybe as a 1.1 release. I need to stop adding features so it can be fully tested - the game should be rock-solid for the release.
Thanks for the info. Had been meaning to get to you as well. Played an AI 2v2 (corvettes) on Hard AI. No specific feedback really, but it was a lot of fun.
I'll check the new system out soon. One question though - could there be a chance that it would work in skirmish? Don't know how exactly, but even having false contacts could add extra thinking at least early match, or neutral civ ships, etc.? Not a correction, just a question.
How's the world of development?
Thanks! I was mostly thinking about sounds/music and maybe some of the graphic stuff. Probably will have to wait awhile to start anyway...
Have a good weekend.
Any code, projects, particles, materials or animations on the Unity Asset Store will need unity as they are unity specific systems. Not sure about shaders. Sounds, models & textures/sprites without animations will probably work. Those are not created inside unity, but from industry standards (blender, 3d max, jpg, png, …). Many sellers of such assets on the unity store will also sell these in other places.
BTW - one small general question - can you use Unity Store assets for things not made with Unity?
That sounds exciting! I'm glad to hear the news, both about CI and about the game company. Of all of my wishes about CI, the neutral system was the one I felt would bring the most bang for the programming buck. Gives a feel of Harpoon & Co., and can't think of a single space game that has it. I'll give some more feedback when I've had the chance to play a few more matches.
Spoke to the local couple. They had a good concept (better than mine), and a reasonable sense of the business (i.e. marketing very important & unlikely to make very much profit). I agreed to give them a week or time to prototype it, but told them it would not be until end of May or beginning of June.
Yes, the small scale is hard. I struggle with it too. CI was the smallest of ~8 ideas when started, but in retrospect way too big (and its gotten smaller since the original concept). Most of my ideas are too big. Small & simple, yet still fun is very hard.
Well, the above things mean it will probably be awhile until I get to any design. Even playing more than 2-3 times a week rarely happens these days. I have also had my eye primarily on Unity and GameMaker. I am struggling with the "extremely small" scale you mentioned which I know to be wise (and I thought I gave up grandiose plans after college) ;-)
How's CI going? Game company formation?
Gamemaker is an interesting possibility, I know people use it for successful games and it is 2D focussed.
I think if you want to see, just pick an engine that appeals to you and try to make an extremely small game. There is a lot to learn and you soon work out if your engine is upto the job. I can't stress the "extremely small" bit enough (at least at first).
My question is - do I invest the dozens of hours learning something like Gamemaker with more limitations, or do I start with something bigger and more powerful. Unity is a very attractive option, and I'm curious about where Cryengine is going. I'm mostly interested in 2d right now, though.
Great to hear from you as always. The link worked this time - that's exciting news! I wish you all the best during the run-up. One thing - you referenced the "couple from feb"...could you refresh my memory? There's a lot going on these days.
* Engines: Unity (I use this), Unreal, Twine, RPGMaker, many more. The Inkle guys have also open sourced their toolset (they did 80 days), so many...
* Art: Unity Asset store (most of CI's art/music comes from here), Spacescape, FreeSound.org , turbosquid, deviantart to find artists, 99designs (I used this for my company logo)
* Other: Steamworks.Net (for steam access in Unity, free!)
* Training: Unity has many tutorials, Alan Zuconni & red blob games have some good tutes too. Gamasutra has tons of info and links to other places. I also recommend checking out the local IGDA & GGJ events for meeting gamedevs.
Anything you are particularly interested in?
I was beginning to plan out the scope of a prototype when the couple from Feb got back in touch saying they were interested now. If we can come to an agreement that would be my preferred path, so I've stopped my plans to see how that goes.
Here is another attempt at that link: http://psteamcommunity.yuanyoumao.com/games/374150/announcements/detail/632001172842132354
I haven't played a game in four weeks (other than CI). Although I just bought Homeworld in the HB, and might have to see if it as good as I remember. The last game played was the pre-alpha demo of Wartile (on Steam). Pretty good for the early state it is in. I even tried recording a LP for it as I wanted to see how LPs worked from the other side. https://www.youtube.com/watch?v=ketg1llwpt0
What are you playing?
Glad you good get away for awhile! How's life?
I tried the link, but there was a DNS error message...checked a couple other places, too. I hope that you're still encouraged and that things are going well with CI.
BTW - You mentioned some amazing tools for development. Would you mind naming just a few names? I wouldn't mind looking into a project sometime, but wouldn't mind having a better idea.
What are you playing at the moment? Do you still have sights on a (mobile-friendly) project for the future?
For a single dev there are amazing tools and art available online for relatively low cost. The only problem is that they are never exactly what is needed, but often tantalisingly close.
Just wanted to get in touch. Thanks for filling me in awhile back. I'd wondered how single-dev game development works. How are things? I have little time to play much of anything these days, so I've not been able to have another go at CI for a bit, but I hope things are going well.
I still consider than means I'm a solo dev. There is only one person permanently on the project. Amber's work is bespoke (a bit over 100 hours work), but everything else is just stock-art purchases.