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LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Because it seems to be asked a bit, I posted this on the FAQ of our kickstarter.

The systems we are implementing will allow the player to only do the parts of the game they are interested in, there will not be 'required gameplay' Other than flying a ship of course

We want to have have content that is enjoyable for all five sizes of craft,

Size 1 (Fighter / Heavy Fighter ) will be fighter type content, one off missions, small engagements, dog fighting, bombing runs, or non combat stuff will include courier missions, diplomatic contact, and general exploration.

Size 2 (Frigate and Destroyer) will have content that will feature Escort, blockade, and squadron combat, with non-combat gameplay focusing around mining, salvage, transportation, and small industrial. This is where Crew management starts to come into play as well, as you are no longer able to run the ship alone.

Size 3 (Escort Cruiser / Cruiser) Participate in Fleet ops, eliminate, capture stations, deal with pirate gangs as a whole, secure and hold sectors. Non-combat includes, larger tier manufacturing, transportation, Mining, these are similar to the size 2, but on a larger scale, and impact more than one sector, this is the gateway to galactic economic manipulation where the economies of multiple sectors are taken into account. This size of ship will also have an increased complexity to crew and upkeep management.

Size 4 & 5 These will be the most challenging ships in the game to command, they have the most modules, subsystems, crew, needs, and requirements. Combat activities include faction warfare (participation at release, Command as post release content) and the non combat activities are on an even larger scale, involving entire systems of the galaxy.

These are not the only activities that will be in game, rather just an example

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Cyanophyta
Apr 24, 2008

by Lowtax


what weapons currently work? I'm asking because some designs just seem to bug the entire game out and crash and that seems to only happen when I start adding weapons

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Size 1 and 2 Guns work currently. 3+ get a little odd cause the conduits are broken because of the new sizes. Lasers and Missiles havent been worked on yet.

XboxPants
Jan 30, 2006

FUCKING MAGNETS, HOW DO THEY WORK?!



LumberingTroll posted:

This is where Crew management starts to come into play as well, as you are no longer able to run the ship alone.

Oh, wow, crew stuff? Somehow I missed that, I guess I do need to pay more attention to this project. Are they going to be more like a resource where you just allocate amounts of crew to certain systems, or something more in depth with specific NPCs with abilities and such? And if they are individual members, will they be static, or will they grow and level up?

Bat Ham
Apr 22, 2008

Bat Nan


Are any of the 4 & 5 ships going to have something like a carrier function?

Also, regarding the orthographic camera, just having the pieces at a good angle would give you a better sense of their proportions. An isometric-type view angle would probably tell me more about a module than the current rotating version, and would work well even orthographically.

Bat Ham fucked around with this message at May 10, 2012 around 05:43

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Bat Ham posted:

Are any of the 4 & 5 ships going to have something like a carrier function?

Also, regarding the orthographic camera, just having the pieces at a good angle would give you a better sense of their proportions. An isometric-type view angle would probably tell me more about a module than the current rotating version, and would work well even orthographically.

There will be a Size 3 Drone bay, and at size 4, and 5 there will be Fighter Hangars. You will be able to design your fighters, load them on your ship, and issue orders to them, and of course, if they live, they will come back. As for the cam on parts I have a couple ideas, and we will be looking at the interface soon. the real problem is, ever bit of time we spend on the shipyard takes away from development on the actual game, remember the shipyard was built as a tool for us to make NPC ships.

XboxPants posted:

Oh, wow, crew stuff? Somehow I missed that, I guess I do need to pay more attention to this project. Are they going to be more like a resource where you just allocate amounts of crew to certain systems, or something more in depth with specific NPCs with abilities and such? And if they are individual members, will they be static, or will they grow and level up?

I would like to do it in a more in-depth manner, but specifics will have to wait until we start implementation. The initial plan is that basic crew will be an assignable resource. where officers will be special.


edit:
Just updated the FAQ to include the following.

Will there be carriers?
There will be a Size 3 Drone bay, and at size 4, and 5 there will be Fighter Hangars. You will be able to design your fighters, load them on your ship, and issue orders to them, and of course, if they live, they will come back.


How will crew management work?
The plan is that basic crew will be resource, that must be maintained and assigned based on ship classification / Mass. The player then assigns crew to modules based on the subsystems that are installed. If a module is damages, there is a chance that the crew located there will be injured, resulting in a reduction of efficiency for every subsystem in that module. Crew can recieve medical attention if your ship has an infirmary. We also have plans for things like Marine detachments (who likes assault shuttles?) Engineering teams and more.

Officers will be a little more complicated and have their own interface. Based on the ships design officer slots will open and become available. The player can then recruit officers with unique stats and skills that will assist with the abilities and efficiency of your ship.

LumberingTroll fucked around with this message at May 10, 2012 around 12:26

4533josh
Jan 14, 2012


Shut up and take my . But seriously, keep up the good work, the shipyard looks awesome at the moment.
You said that building space stations etc. would be a further goal for you to achieve if you had the extra time/money. However, and I mentioned this on your forum, will you use space stations to interact with planets? Will you be able to have your own base? I mean, what if I wanted to become a pirate, commanding a rag-tag fleet of assholes? Or a trader, running my own market, and ruthlessly controlling minerals etc. from competitors with my own private navy?
I don't know. It's your game, and I'm just throwing random ideas at you in the hope that something sticks.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


I just posted a very on update to the Kickstarter.
http://www.kickstarter.com/projects...id/posts/224630

nessin
Feb 7, 2010


LumberingTroll posted:

I just posted a very on update to the Kickstarter.
http://www.kickstarter.com/projects...id/posts/224630

With regards to strech goals, is that something you've been getting asked about a lot? Just kind of curious as to whether its a community driven thing now, if it's something to add-in due to the precedent set by the recent kickstater successes, or if it's just something you want to do but set the goal at what you need rather than hope/want to do.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Its set at what we would need in order to make it happen. If we get $60k we will be ecstatic and wont care that we didn't get stretch goals, the things I listed are things that people have been asking about / for, and that's what we would need to make it happen, translates directly to more time in development essentially.

Mr. Samuel Shitley
Jun 15, 2007

Mission Accomplished


Increased pledge by 250%. Go get em.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Mr. Samuel Shitley posted:

Increased pledge by 250%. Go get em.

Thank you kindly!

Bat Ham
Apr 22, 2008

Bat Nan


LumberingTroll posted:

There will be a Size 3 Drone bay, and at size 4, and 5 there will be Fighter Hangars. You will be able to design your fighters, load them on your ship, and issue orders to them, and of course, if they live, they will come back.

You, sir, just got yourself a pledge increase.

Mr.48
May 1, 2007


Any luck with getting media attention? This game could use some publicity!

JamieTheD
Nov 4, 2011

LPer, Reviewer, Mad Welshman

(Yes, that's a self portrait)

Mr.48 posted:

Any luck with getting media attention? This game could use some publicity!

I was going to be giving an interview, but things sorta got in the way. Is Wednesday evening good for you, Troll? Leave a skype message if so!

XboxPants
Jan 30, 2006

FUCKING MAGNETS, HOW DO THEY WORK?!



Mr.48 posted:

Any luck with getting media attention? This game could use some publicity!

I almost wonder if it wouldn't be prudent to spend less time on development and more time on marketing? All this active development does really help give the impression that you guys are really going to deliver a cool product, and helps keep things exciting... but that only matters for the people who actually know about it.

Obviously I can't don't really know what you guys are doing behind the scenes so I'm not trying to criticize or anything. As far as I know you spend 6 hours a day on trying to get media attention. I guess all I'm trying to say is that it seems like you're putting out all kinds of cool updates, which seems like you're spending time on the game. Meanwhile the Kickstarter number is slowing down. You'll have plenty of time to actually make the game after the Kickstarter ends, but you've only got 20 days left for fundraising.

Anyway, feel free to ignore all of this if it doesn't really apply to you or make sense.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


XboxPants posted:

I almost wonder if it wouldn't be prudent to spend less time on development and more time on marketing? All this active development does really help give the impression that you guys are really going to deliver a cool product, and helps keep things exciting... but that only matters for the people who actually know about it.

Obviously I can't don't really know what you guys are doing behind the scenes so I'm not trying to criticize or anything. As far as I know you spend 6 hours a day on trying to get media attention. I guess all I'm trying to say is that it seems like you're putting out all kinds of cool updates, which seems like you're spending time on the game. Meanwhile the Kickstarter number is slowing down. You'll have plenty of time to actually make the game after the Kickstarter ends, but you've only got 20 days left for fundraising.

Anyway, feel free to ignore all of this if it doesn't really apply to you or make sense.

Ok, what should we be doing to get more attention? we do weekly press-releases, I actively reply to every post about the game. I send tweets, Facebook updates, email journalists directly. Suggestions?

I spoke with a joystiq journalist on the phone, he said we had been on his radar for a few weeks before the kickstarter went live, but he wasnt sure if there would be an article about Kinetic Void, and I got a reply back from an RPS writer saying that he wasnt ignoring us, just that hes been busy. Kinda at a loss, journalists do what they want so Im not really sure what I can do to make them want to do an article on Kinetic Void. we do lots of unique things, game wise, as well as community relations. I'm just at a loss.

LumberingTroll fucked around with this message at May 12, 2012 around 00:15

XboxPants
Jan 30, 2006

FUCKING MAGNETS, HOW DO THEY WORK?!



LumberingTroll posted:

Ok, what should we be doing to get more attention? we do weekly press-releases, I actively reply to every post about the game. I send tweets, Facebook updates, email journalists directly. Suggestions?

I mean, I guess theoretically you could spend all your time looking up contact info for every single games journalist, pro & amateur, you can find and e-mailing them all until they respond. But really that's why I said I don't know what exactly you're doing. But, based on that response, it sounds like it's a lot.

If you're asking for suggestions, I guess all I can say is that if there are gaming journalists out there that you haven't contacted yet, contact them, and if you think you've contacted everyone, then keep trying to find more, but if you already are doing all of that... then I suppose I'm not suggesting anything since you're already doing that, heh.

Harabeck
Feb 9, 2012



I've put some work into improving the mouse flight controls and camera. The camera now pans into turns and the acceleration curve is exponential instead of linear. It's much more dynamic looking than the mouse flight came in the current build.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


XboxPants posted:

I mean, I guess theoretically you could spend all your time looking up contact info for every single games journalist, pro & amateur, you can find and e-mailing them all until they respond. But really that's why I said I don't know what exactly you're doing. But, based on that response, it sounds like it's a lot.

If you're asking for suggestions, I guess all I can say is that if there are gaming journalists out there that you haven't contacted yet, contact them, and if you think you've contacted everyone, then keep trying to find more, but if you already are doing all of that... then I suppose I'm not suggesting anything since you're already doing that, heh.

One of the main issues is that most journalists dont make their direct contact info public, and Ive already been contacting the main media sites.

nessin
Feb 7, 2010


LumberingTroll posted:

One of the main issues is that most journalists dont make their direct contact info public, and Ive already been contacting the main media sites.

You've probably already done it, but don't discount niche sites like Space Sector, Space Sim Central, or Space Game Junkie. No clue how many people they get on a regular basis, but every little bit counts.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


We have articles on all of them actually and threads where there are forums.

nessin
Feb 7, 2010


LumberingTroll posted:

We have articles on all of them actually and threads where there are forums.

Oh yeah!? Well, do you have an article on spacegamesiteisortofjustmadeupinmyheadrightnowasecondagoanddoesntexistyetorwillever.com? Didn't think so, hop to it!

XboxPants
Jan 30, 2006

FUCKING MAGNETS, HOW DO THEY WORK?!



LumberingTroll posted:

One of the main issues is that most journalists dont make their direct contact info public, and Ive already been contacting the main media sites.

Hah, I guess that's true. I was trying to get in contact with a guy that was actually from a pretty minor site once, and it probably took me over a half hour to eventually ferret out his e-mail. Still, good that you're putting in all that effort. I wish google news worked better, I didn't realize you had all those articles, since if you look it up there it doesn't give you anything.

emoticon
May 8, 2007


LumberingTroll posted:

One of the main issues is that most journalists dont make their direct contact info public, and Ive already been contacting the main media sites.

Have you tried twitter? I know the Giant Bomb guys are all on twitter, and I suspect almost every other games journalist is on there too.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


emoticon posted:

Have you tried twitter? I know the Giant Bomb guys are all on twitter, and I suspect almost every other games journalist is on there too.

I am on twitter, Kickstarter actively discourages messaging people on twitter about your campaign however.

quote:

Spread the word but don't spam. Spam includes sending unsolicited @ messages to people on Twitter. This makes everyone on Kickstarter look bad. Don't do it.

The_Hatt
Apr 29, 2005


LumberingTroll posted:

I am on twitter, Kickstarter actively discourages messaging people on twitter about your campaign however.

There's nothing stopping you from having a mini twitter devblog, where you tweet shipyard demo updates and articles and someone else retweets your tweets to another twit's twitter.

My googling shows your personal twitter, why not @kineticvoid or @badlandstudio, posting a url shortened link to your kickstarter or devblog and using that to drum up some press?

HotCanadianChick
Oct 3, 2002

ALL OF US NORMAL PEOPLE ARE ENJOYING OURSELVES

We love the creamy taste of BioWare's cock so much, we subscribed for life! With their delicious smegma hitting the back of our throats, the possibilities for fun at level 50 seem endless!


Try sending a press release to Arstechnica: http://arstechnica.com/contact-us/

They've been running regular front page articles about kickstarter games lately, you might be able to get some good press that way.

whiteshark12
Oct 21, 2010

How that gun even works underwater I don't know, but I bet the answer is magic.

XboxPants posted:

I almost wonder if it wouldn't be prudent to spend less time on development and more time on marketing?

Related to this on a rather grim note, what is your plan if the kickstarter fails? The links posted earlier in the thread point to it finishing with 55% of the required total, so unless you can really get some publicity in now it looks like it may may fall through.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


whiteshark12 posted:

Related to this on a rather grim note, what is your plan if the kickstarter fails? The links posted earlier in the thread point to it finishing with 55% of the required total, so unless you can really get some publicity in now it looks like it may may fall through.

Kicktraq trending is totally BS, most kickstarters don't pickup until the final days of the campaign, and if you check the already ended campaigns, if a project gets 45% or more, they almost never fail, (Unless they are really bad / have a really small goal)

If we don't meet goal however, we have a couple options, we could restart the Kickstarter, but Im not sure that would really be worth it. Or we could go the alpha-funding / early preorder route and set up a system where people can preorder directly from us. The problem here is the money cant be counted on and we would have to go back to maintaining regular employment to pay bills.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Another large update posted.
http://www.kickstarter.com/projects...id/posts/226008

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Dev video 14 is up
http://www.youtube.com/watch?v=uDxOAerLfMA

version 0.0.18 is out, however it needs to be redownloaded. The database changes will not allow the patcher to work.

LumberingTroll fucked around with this message at May 14, 2012 around 22:34

Wee Tinkle Wand
Sep 28, 2004

I'M GETTING FUCKED UP THE ASS OVER HERE


Could try to get one of the PA guys to try the demo because they tend to throw in a few lines about the latest things they tried and anything they mention gets rushed. I sent an e-mail suggesting to try it for what it's worth. They won't read mine I am sure but if a few dozen people sent one maybe...

The_Hatt
Apr 29, 2005


I've noticed a bug in the new build regarding engine 7

In the shipyard it shows up full size:


But after launch it shows up as size 1:


Here it is on a friends ship:



It seems to act just like an engine of the size it's supposed to be, but it looks silly as hell.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


Thanks for catching that Hatt, its a database link error, Ill get it sorted right away,

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...


We added some new pledge tiers!
http://www.kickstarter.com/projects...id/posts/227985

Kaninrail
Dec 9, 2007

The most dreaded of all hobos are the squeegee-wielders. Run them over.


Thanks for a good excuse to bump my pledge up by another $10.

Mr. Samuel Shitley
Jun 15, 2007

Mission Accomplished


Ooh, fancy, now I can commit my likeness to an engine or whatever. That is totally rad, and gives a relatively astonishing level of development involvement for donators (considering some other kickstarters).

e: added 5$ to conform to multiplayer addon level

Antitonic
Sep 24, 2011

Invented By Gandhi

Really looking forward to this, and I've tried to get others interested as well. Not sure how well it took, but still...

Woo, space!

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Rhjamiz
Oct 28, 2007



I love the way this game is looking, and I hate to be that guy, but I must ask:

What are your plans if your kickstarter fails to meet its goal? Will this merely delay, and not end, production, or are you going to be forced to shelve it indefinitely?

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