View Full Version : Stormcloud's Voyager card game thingie
Tyjenks
06-10-2004, 07:10 PM
In retrospect, this may have been wasted effort as there is little to no actual information about Voyager (www.stormcloudcreations.com/voyager.htm), but there seemed to be a bit of interest in it and it may have been stealing the thunder of a great game (Starships Unlimited) in it's thread. So I summed it all up here so we can be kept up to date:
Just FYI: My next soon-to-be-released project is a fantasy big brother to the SAIS game structure, Voyager. If you enjoyed SAIS, I think you'll like this too. You can check details and screenshots out here:
http://www.stormcloudcreations.com/voyager.htm
Derek
Stormcloud Creations
www.stormcloudcreations.com
Hey, that Voyager game looks cool. Good luck with it! Post something here when it's done
Oooh.. A card game. Looks like a good one too. Might have to try that out.
Let me know if you want it ported to OSX, I want to test out my chops on Cocoa/SDL/etc before I start my own project.
That Voyager games looks very interesting though. Derek, do you guys do your own art in house or is that contracted out (if you don't mind me asking).
That Voyager game looks wonderful as well. Definitely keeping an eye out on it.
Oooh.. A card game. Looks like a good one too. Might have to try that out.
Let me know if you want it ported to OSX, I want to test out my chops on Cocoa/SDL/etc before I start my own project.
Thanks Mark and Backov, for the kind comment.
OSX...well, not sure if the Mac games market is big enough to warrant a port, but i'll keep it under advisement for the near future. I've been toying with the idea of porting several of my games to Mac, just to see how interest would pan out.
Derek
Stormcloud Creations
www.stormcloudcreations.com
That Voyager games looks very interesting though. Derek, do you guys do your own art in house or is that contracted out (if you don't mind me asking).
The art is contracted out, and in this case, thanks to the decent success of my last project Coliseum, I went ahead and contracted a "professional" full-time artist and a professional commercial musician to join my team. Ouch, my wallet! But I guess it shows in the game.
Maybe we should start a "Look at this card game thingie" thread because that does look interesting and I feel bad for the continued off topicedness. If it is half as fun as Astral Tournament, sign me up. I loves me some card games.
Hey Derek, that looks great! Any ETA on release of the demo or full game? I'd like to give that a try!
--Dave
Tyjenks
06-10-2004, 07:11 PM
Now isn't that nice? Everyone is happy.
Dave Long
06-10-2004, 07:58 PM
Should I be a moron and start talking about how cool Starships Unlimited is in this thread? :)
--Dave
MindToyGames
06-10-2004, 08:37 PM
Information: That has been mostly kept for my newsletter subscribers until now, regarding Voyager, as an incentive for people to sign up for it. :) I have sent out several newsletters detailing its production and progress the last few months.
Dave Long: Regarding release date - Probably in or around late June or so. Just making sure everything works ok.
I'll probably have a brief pre-order sale with a few dollars off the normal price before its release, to encourage early adopters and save them a little money.
The game itself can be described as a condensed 10-minute D&D module combined with a lite CCG type card game. I used many inspirations; SAIS being one, and a little know old Heritage solo board game named "Barbarian Prince" as another, and various RPG PC and CCG paper games (one named 'Shadowfist' that I loved, in particular).
Thanks Tyjenks, for preserving proper board etiquette. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Mike Hussey
06-10-2004, 11:34 PM
I used many inspirations; SAIS being one, and a little know old Heritage solo board game named "Barbarian Prince" as anotherwww.stormcloudcreations.com
Good God, Derek, you must be nearly as old as me, I remember that one; you got a 20 mm lead figurine instead of a counter for the main character. It got good reviews at the time, but I can't say I really got into it myself, I always preferred Victory Games' similar 'Ambush' series.
Sunny the Unemployed
06-11-2004, 12:34 AM
Neato! I'll keep an eye out for this one as well.
Tyjenks
06-11-2004, 07:28 AM
Thanks Tyjenks, for preserving proper board etiquette. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Sure. This way no one can bitch at you for starting a thread about your own game.
Have you decided on a pricing scheme. I saw the $18.95 at the site, but what does that get you? I only ask because you said "CCG" so I did not know if you got the whole set to start with or if there would be packs.
MindToyGames
06-11-2004, 07:41 AM
I used many inspirations; SAIS being one, and a little know old Heritage solo board game named "Barbarian Prince" as anotherwww.stormcloudcreations.com
Good God, Derek, you must be nearly as old as me, I remember that one; you got a 20 mm lead figurine instead of a counter for the main character. It got good reviews at the time, but I can't say I really got into it myself, I always preferred Victory Games' similar 'Ambush' series.
heh...not too old I think, i'm 33. I played and loved many of the classic old board games (from which I gained much of my appreciation for gaming in general). I still own 300 board games, old and new.
I should note the game isn't nearly as needlessly complicated as Barbarian Prince (too many dice rolls); it was mainly used as partial inspiration as far as concepts go.
Derek
Stormcloud Creations
www.stormcloudcreations.com
MindToyGames
06-11-2004, 07:52 AM
Thanks Tyjenks, for preserving proper board etiquette. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Sure. This way no one can bitch at you for starting a thread about your own game.
Have you decided on a pricing scheme. I saw the $18.95 at the site, but what does that get you? I only ask because you said "CCG" so I did not know if you got the whole set to start with or if there would be packs.
The $18.95 gets you the whole initial set (a little over 200 cards).
Small amounts of future expansion cards, events, quests, etc. will be distributed as free patches more than likely. So that cost gets you everything basically (the way I normally do things with my games). Depending how things go, I may put together a huge new expansion pack (200+ more cards, 1000+ more "event cards", etc) and sell it for perhaps $5-7. Hope that wouldn't be perceived as greedy at all. :)
I may be launching a public 3-4 day limited pre-sale offer selling the game for $16.95, $2.00 off.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Vic Davis
06-11-2004, 08:53 AM
Derek,
Just thought you might want some input on your pricing scheme. My initial impression is that it is too low. I have done alot of research on shareware or indie pricing and the repeated message I get is that the best way to increase profits in many situations is to raise your price. I know this sounds counter-intuitive but it seems to be true. First, the "retail" budget titles magic price is $19.95 or so the suits at our publisher told us. We had a very acrimonious relationship and I don't want to bring all that into it but I would consider $19.95 as my base price at the minimum. I don't know how much content the initial release of your product will have but only if it is noticeably scant would I go less than the $19.95. Otherwise customers might associate a low price with lack of quality and content. Maybe your $18.95 price is just an introductory price for newsletter subscribers or first month purchasers? I think I have seen you posting over at Dexterity.com so you probably already know all this.....and you already have two proven products....so I guess my question should really be: How did you decide on your price point?
MindToyGames
06-11-2004, 10:09 AM
Derek,
Just thought you might want some input on your pricing scheme. My initial impression is that it is too low. Maybe your $18.95 price is just an introductory price for newsletter subscribers or first month purchasers? I think I have seen you posting over at Dexterity.com so you probably already know all this.....and you already have two proven products....so I guess my question should really be: How did you decide on your price point?
I decided on it for a simple reason: to increase (or potentially increase) my market share and sales. I figured $18.95 would be high enough to recoup my investment and the money spent making the game (and make a little profit of course), and at the same time be low enough for an "impulse" buy.
My thinking was: I wanted to attract enough people with a lower price to build a good size userbase, but I figured it wouldn't be so low as to suggest its a low quality game (which it definately isn't).
All that being said, the price may be subject to change at some point. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Vic Davis
06-11-2004, 02:23 PM
Derek,
Your price for Coliseum is $24.95. Do you really think that lowering the price to $18.95 will increase volume enough to make up and even exceed the $6 difference per unit? From my experience selling our multi-media tour guides I would be wary of this. Getting a good idea for the demand curve in your target market is tough but my hunch is that going with a higher pricepoint would increase your profit. We sell a product for the Vicksburg battlefield and we initially tried a lower price that was just slightly above our much cheaper quality competitors. We found that raising the price actually seems to have improved sales. The data is still incomplete but look to support the price change. I'm just wondering if in small niche markets, developers shouldn't pursue the type of pricing strategies that companies like HPS Sims follows. They price the initial release at $39.95 for their Panzer Campaigns games and then after a period of time raise the price to $49.95. They sell only on-line but one thing I haven't figured out is why then sell thru chips and bits at the $34.95 price mark. Anyway, some food for thought.
MindToyGames
06-11-2004, 02:38 PM
Derek,
Your price for Coliseum is $24.95. Do you really think that lowering the price to $18.95 will increase volume enough to make up and even exceed the $6 difference per unit? Anyway, some food for thought.
The $24.95 price was a markup from Shrapnel to account for printing the manuals, boxes and the like, not directly my price that I would have set had I published the game myself. It's one problem with going with a publisher: because more people get a piece of the pie, usually the price has to be higher to make up for it. Since i'm publishing it myself, there's no "middle-man", and therefore no need to markup the price. I honestly think had Coliseum been lower priced, it might have sold much better.
Since Voyager is a fun "coffee break adventure" type of a game rather than an ultra-complex simulation, i'm looking more for volume than to sell fewer at a higher price. That $6 can make a big difference between someone buying the game right away if they like it, to waiting and maybe buying a more "commercial" game somewhere else.
My pricing strategies worked pretty decently for me prior to moving to Shrapnel, and I expect (and hope) it will again. Thanks for the thoughts though; I appreciate them. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Vic Davis
06-11-2004, 03:19 PM
Derek,
No problem. Good luck with the project. The art looks very nice. I'll sign up for your newsletter to find out more.
Tyjenks
06-11-2004, 05:14 PM
Inrteresting pricing discussion. I have found that with any online only game, whose demo I have enjoyed, I much more readily pull the trigger and purchase it with a credit card. With retail games, I may or may not travel to the store to pick them up. Even at reduced prices, I have often cooled down by the time I get there.
That said, I expect online titles to be $30 or less and do not have a problem paying anything below that limit. On second thought, I may not be the gamer you two's discussion is targeting for your titles. So nevermind. :)
Yeah, I signed up for the Newsletter too and expect super secret special treatment when the game is released.
Vic Davis
06-11-2004, 07:09 PM
On second thought, I may not be the gamer you two's discussion is targeting for your titles. So nevermind.
Tyjenks,
What makes you say that? I'm curious as to how people think the market is segmented and what kind of people would buy a <$30 game from an indie developer. I've had some strategy game ideas I have been tossing around and would like to figure out what kind of demand there is. There are loads of puzzle games being sold. What kind of person buys them? What are they willing to pay? If you go to dexterity.com you see that the two major price points are 19.95 and 24.95. I'm wondering if you made a good strategy card game like Derek, what kind of volume you could sell assuming you self-published and sold everything just off your website? The demo would be key of course but you need to get people to try it out.....so what kind of people are those downloaders and how many are there and what's the best way to find them.
Dave Long
06-11-2004, 07:46 PM
I think if Derek was going for a more grand strategy game, he could easily sell it for $29.99 online. As it stands, his price fits my budget very nicely which almost guarantees I'm going to pay it when he releases the game.
--Dave
Tyjenks
06-11-2004, 08:34 PM
On second thought, I may not be the gamer you two's discussion is targeting for your titles. So nevermind.
Tyjenks,
What makes you say that? I'm curious as to how people think the market is segmented and what kind of people would buy a <$30 game from an indie developer. I've had some strategy game ideas I have been tossing around and would like to figure out what kind of demand there is. There are loads of puzzle games being sold. What kind of person buys them? What are they willing to pay? If you go to dexterity.com you see that the two major price points are 19.95 and 24.95. I'm wondering if you made a good strategy card game like Derek, what kind of volume you could sell assuming you self-published and sold everything just off your website? The demo would be key of course but you need to get people to try it out.....so what kind of people are those downloaders and how many are there and what's the best way to find them.
The casual/Solitaire gamers must be eating the puzzle games up by the metric ton. There seems to be a neverending supply of the same old crap (tetris, bubble bobble, Bejeweled clones) but also a never ending populace that will soak each one up. I had my fill of those years ago. However, something interesting and/or unique (preferably with some strategery) I would pay a premium for and I do not come across many of those. It is, obviously, hard to squeeze a strategy game into that 15 to 20 min pick-up and play mold and still call it "a strategy game". SAIS did it, Astral Tournament did it and I think Oasis is doing it. They certainly are not strategy games on a grand scale and I would not pay retail prices, but, as my free time is in small chunks, I spend a lot more time cumulatively with those type games than I do with any of the big name titles I pick up.
This is why I assume I am only a small segment and would be hard to market to: Strategy gamer who has little time for strategy gaming. Most pick-up-and-play gamers do not want strategy they want Tetris or Bejeweled. Most strategy gamers want Dominions II, Warlords Battlecry, or Silent Storm. I have found myself in some wierd gaming limbo where I have niched myself out of gaming.
The Voyager description reminds me a bit of that old Games Workshop game Dungeonquest which you could play in a short time. Also, I love the concept of CCGs, but cannot afford the time or money to keep up with Magic and the like. So if the demo fits the bill, I will gladly pay 30 dollars and for 16.95 I may just pre-order on principal and to support the cause. Fight the Power....or something.
I hope most of that makes sense.
MindToyGames
06-12-2004, 08:27 AM
From your description, Tyjenks (and Dave Long's comment about fitting his budget too), you're exactly the type of gamer that I aim at: people who enjoy strategy and gaming, but don't always have a lot of time; someone who supports indie gaming where he can, but is tired of the endless Breakout/Tetris/puzzle clones out there.
That's probably the one complaint I have leveled against indie devs the last few years; not a whole lot of creativity at times. They've fallen in love with the easy to make puzzle games, where you match 3 objects of a similar color or a similar mechanic. Even PopCap with their latest has kinda went back to well a little too much with their new AstroPop game; it looks nice, but its another take on the same thing they've done several other times.
Games like Astral Tournament and Oasis (and hopefully, Voyager :wink:) prove that creativity is still very much around.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Mike Hussey
06-12-2004, 09:28 AM
I used many inspirations; SAIS being one, and a little know old Heritage solo board game named "Barbarian Prince" as anotherwww.stormcloudcreations.com
Good God, Derek, you must be nearly as old as me, I remember that one; you got a 20 mm lead figurine instead of a counter for the main character. It got good reviews at the time, but I can't say I really got into it myself, I always preferred Victory Games' similar 'Ambush' series.
heh...not too old I think, i'm 33. I played and loved many of the classic old board games (from which I gained much of my appreciation for gaming in general). I still own 300 board games, old and new.
I should note the game isn't nearly as needlessly complicated as Barbarian Prince (too many dice rolls); it was mainly used as partial inspiration as far as concepts go.
If people will forgive the slight thread hijack, anyone wondering what Derek and I are talking about can download Barbarian Prince legitimately and free of charge from:
http://dwarfstar.brainiac.com/ds_barbarianprince.html
I'll re-emphasize that it's a board/book game rather than a computer game.
Hey the dude who designed that game is the guy who did Darklands for Microprose?
olaf
MindToyGames
06-12-2004, 11:03 AM
Hey the dude who designed that game is the guy who did Darklands for Microprose?
olaf
It's the same person, yes.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-12-2004, 11:13 AM
Sweet. I played Dragon Rage until my cardboard chits were separating. I had completely forgotten about those little gems.
MindToyGames
06-14-2004, 08:57 AM
FYI: We're now taking public pre-orders now at $2.00 off the normal price! Until June 18th, you can pre-order the full version of the game for $16.95 (USD), and this pre-order offer includes a 15-day full money back guarantee as well, so there's no risk at all. Payment options/links are underneath the screenshots.
Link:
http://www.stormcloudcreations.com/voyager.htm
I really appreciated the nice words here when I mentioned the game. So I wanted to offer the chance to Qt3 readers to get the full version link e-mailed to you the day it comes out, for a lower price.
Tyjenks: Yes, there's many board game gems out there that have been forgotten. I routinely would get comments from friends who would come over and play a game, and go 'Wow I never even knew about this game, but it's fun!' Many still think most board games are for "old people". Not true. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
MindToyGames
06-16-2004, 10:27 AM
Just a quick note: The pre-order $16.95 ($2.00 off) discount sale will only last 2 more days (it ends at 9PM US Pacific Time, Friday June 18th), so if you're a fan of RPG's, card games, adventure games or fast cool little games (in the vein of Strange Adventures in Infinite Space) in general, and are interested in ordering, then get your order in soon! :D
Link to page and pre-order in the above post.
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Sten Friberg
06-16-2004, 03:15 PM
Already pre-ordered, thanks.
Any idea when it'll be out?
MindToyGames
06-16-2004, 04:09 PM
Already pre-ordered, thanks.
Any idea when it'll be out?
Thanks for your order, Sten! :)
The release is tentatively scheduled for early next week sometime (June 21-24 range), assuming all goes well testing wise. The demo should be out roughly around the same time as well.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Andrew Mayer
06-16-2004, 04:10 PM
Okay, I pre-ordered it.
I need something card-y. Hope this fills my bill!
MindToyGames
06-16-2004, 10:47 PM
Okay, I pre-ordered it.
I need something card-y. Hope this fills my bill!
Thanks Andrew! I appreciate it. And I sure hope it fits
your bill as well. :)
If you enjoy lighter, quicker games, then you should enjoy Voyager quite a bit.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Dave Long
06-16-2004, 11:10 PM
I leave for vacation on Friday (Indy... Formula One) but I'll be ordering sometime after I get back. Thanks for offering a deal, Derek.
--Dave
Tyjenks
06-17-2004, 09:19 AM
I dunno. A turn-based RPG card game? Not sure that's my bag. :wink:
Just got in under the wire today, Derek. Now, it better be fun!!!
Pre - Ordered today, thanks for passing on the "Special Offer".
I have been looking for something that I can play to completion in a short amount of time. With summer here, the kids are running me ragged :lol: .
MindToyGames
06-17-2004, 10:19 AM
Thanks both of you above for your orders. Always appreciated.
Tyjenks: It has to be fun too?? Ohh the pressure. :)
Myth: Yep, that's one of the prime types for the game that should enjoy it; people who like quick games that still have a bit of depth to them (ie not a Tetris or Breakout clone or match-the-colored-objects puzzle game).
As a game comparison baseline, if you played and enjoyed Strange Adventures in Infinite Space and enjoyed it even a little, you should have lots of fun with this one. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
John Many Jars
06-17-2004, 11:38 AM
If people will forgive the slight thread hijack, anyone wondering what Derek and I are talking about can download Barbarian Prince legitimately and free of charge from:
http://dwarfstar.brainiac.com/ds_barbarianprince.html
I'll re-emphasize that it's a board/book game rather than a computer game.
Wow, Demonlord is there too! That's one of those games I bought and pored over endlessly without ever successfully inflicting it on my friends...That whole damn line of slightly-larger-than-microgames is there for free. I remember wanting Goblin...Thanks, Mike!
MindToyGames
06-18-2004, 09:59 AM
Just a final note: The pre-sale ends tonight at 9PM Pacific Time. Last chance to get the discounted price! :)
We're chatting about the game here at Gone Gold forums (from someone who tested the release final version), and it shows off the scoreboard too:
http://www.gonegold.com/ubb/ultimatebb.cgi?ubb=get_topic;f=14;t=003248
Derek
Stormcloud Creations
www.stormcloudcreations.com
Will ya hurry up and release the darned thing already? You're such a tease....
:)
MindToyGames
06-19-2004, 10:16 AM
Will ya hurry up and release the darned thing already? You're such a tease....
:)
heh...sorry about that. :)
The pre-sale is now over; and I appreciate everyone here who ordered (or considered ordering). The game is in the "home stretch" now and should be out next week sometime. Watch our site for more details.
The Gone Gold thread above has more new opinions and details about the game too, from the main full version RC tester.
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-19-2004, 11:28 AM
That thread is not really helping. Unless I missed somewhere in there that it says the game is ready for download, all it is doing is making me want to play now. :wink:
Tyjenks
06-22-2004, 07:06 AM
Is it next week yet? :wink:
MindToyGames
06-22-2004, 08:48 AM
heh...It's next week, but I decided to add a few new tweaks and a new feature to the game: adding region "types" that can lend clues about what type of encounter you may face by entering a region on the map, and some regions that have special bonuses or abilities when entering (usually a trade-off thing; good thing for a penalty). It will add new strategy and depth to each realm choice in the game.
And I was trying to find a way to incorporate it without any extra clicking, which I did: just move your mouse pointer over the realm, and the primary realm type pops up over the bottom of it, so the pic is still visible. Simple.
More about that in the above Gone Gold thread. It added a little extra testing time of course, so it may be a day or two later. As you can see though, the tester in that thread is pretty enthusiastic about the game. :D
Derek
Stormcloud Creations
www.stormcloudcreations.com
Destarius
06-22-2004, 04:30 PM
Feature creep! :o
MindToyGames
06-22-2004, 04:57 PM
Feature creep! :o
Heh..well sorta, but it's controlled creepage (is there such a word?). :)
I designed the game to be highly modular and freeform, so that things could be changed or added without upsetting the balance of the game too much.
I had actually originally designed the game to have this "realm type" feature, but thought it might add too much time to the game, and slow it down. It does a bit, but not too much so far in my testing, and adds a bit of extra strategy to the metagame of selecting realms, where before it tended to be "eeny-meeny-mynee-moe" before (Should I head to those "Badlands", where the CPU opponent gets a bonus in combat, but I have a chance at extra treasure, or should I play it safer and go to those Plains, where it might be easier and I could still find stuff, but it might not be as much?)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Andrew Mayer
06-22-2004, 06:03 PM
I had actually originally designed the game to have this "realm type" feature, but thought it might add too much time to the game, and slow it down. It does a bit, but not too much so far in my testing, and adds a bit of extra strategy to the metagame of selecting realms, where before it tended to be "eeny-meeny-mynee-moe" before (Should I head to those "Badlands", where the CPU opponent gets a bonus in combat, but I have a chance at extra treasure, or should I play it safer and go to those Plains, where it might be easier and I could still find stuff, but it might not be as much?)
Now I'm even more excited to get the game, if only to find out if you're a madman or a genius... or both!
MindToyGames
06-22-2004, 10:42 PM
Now I'm even more excited to get the game, if only to find out if you're a madman or a genius... or both!
Oh, being an indie game developer in this day and age, the madman part is a given. The genius part, well...it depends on who you ask. :D
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-24-2004, 08:54 AM
Am I being a pest if I ask Derek how my money is working out for him..............in ARUBA!!!
Just wonderin' how goes it.
MindToyGames
06-24-2004, 09:31 AM
Am I being a pest if I ask Derek how my money is working out for him..............in ARUBA!!!
Just wonderin' how goes it.
Ahh, beautiful Florida...game? what game? :D
You aren't being a pest at all, I just wasn't sure if people here would want me posting too frequently about its final baby steps towards completion.
The game is at 99.5% done basically; just having my testers run through it squish any little bugs still remaining, any typos (great fun spell/grammar checking over 900,000 lines of text) and make sure the scoreboard works properly (which it does). See the test scoreboard here with testers posting: Scoreboard (http://www.stormcloudcreations.com/php/score.php)
Should be only a day or so left before release.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-24-2004, 09:39 AM
You aren't being a pest at all, I just wasn't sure if people here would want me posting too frequently about its final baby steps towards completion.
Yeah, well, I am doing that for you and if people don't like it screw 'em. Maybe I am tired of all their RTS and MMORPG and FPS talk. Whaddya think of that! I'll go back to my corner now. Thanks Derek.
MindToyGames
06-25-2004, 09:23 AM
You aren't being a pest at all, I just wasn't sure if people here would want me posting too frequently about its final baby steps towards completion.
Yeah, well, I am doing that for you and if people don't like it screw 'em. Maybe I am tired of all their RTS and MMORPG and FPS talk. Whaddya think of that! I'll go back to my corner now. Thanks Derek.
I think that you definately march to the beat of a different drummer on occasion. :) Not always a bad thing; i've been accused of that myself.
This may whet your appetite even more though; another tester of Voyager's impressions:
http://www.gonegold.com/ubb/ultimatebb.cgi?ubb=get_topic;f=14;t=003273
Derek
Stormcloud Creations
www.stormcloudcreations.com
MikeOberly
06-25-2004, 01:40 PM
Ooooh,looks available now-downloading as I type.
Rod Humble
06-25-2004, 02:13 PM
I had a really fun lunch hour playing your game Derek!
Nice work!
MindToyGames
06-25-2004, 02:25 PM
I had a really fun lunch hour playing your game Derek!
Nice work!
And grabbed the top spot (for now) while you were munching away! :)
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
MikeOberly
06-25-2004, 02:45 PM
The game's a blast.I've run into one glitch,however--I entered combat in the 10th territory in a recent game with no karma,and hence I was unable to summon any creatures.I was stuck in the deployment screen,and there was no way to concede defeat or exit the screen,so I had to ctrl+alt+delete to get out.Oh,and I think the 'Wizard Wheel of Fotune' is loaded against me.
Destarius
06-25-2004, 04:35 PM
I purchased this game (pre-ordered) on 18 June 2004, and all I got was the Paypal transaction confirmation.
Now I'm irked, how do I actually get the game? I want IN! =(
MindToyGames
06-25-2004, 04:44 PM
I purchased this game (pre-ordered) on 18 June 2004, and all I got was the Paypal transaction confirmation.
Now I'm irked, how do I actually get the game? I want IN! =(
E-mail me your e-mail address you used, and i'll see what's going on. :)
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Albert Woo
06-25-2004, 04:46 PM
Hmm, it took me four tries to win a game, but at least I made the top five. :)
Tyjenks
06-25-2004, 05:17 PM
Hmm, it took me four tries to win a game, but at least I made the top five. :)
Took me about 10. I kept getting crazy sucking bogs or insta-death bastard events. By this time, I was happy with my meager 501.
Terrific so far Derek. I'll be back later to pick it apart and bitch. Most likely much, much later. :wink:
PS: Love the artwork. It's...hmmm...crisp and colorful.
Andrew Mayer
06-25-2004, 06:29 PM
Well, I was 8 for what I can only imagine will be a brief period.
I "get" most of the game, but I'm still not clear on how you get new cards into your hand, which seems to be the tightest economy.
MikeOberly
06-25-2004, 06:35 PM
You get a new card after you engage in a battle (win or lose),or after special events listed on a card when you play it.Some territories also give you a free card when you enter them.
I've been getting a weird error sometimes when resolving battles--I'll play a card,and receive 'Runtime error '9',subscript out of range',then the game crashes.I'm running a pretty vanilla system,windows XP,P4 2400,ATI 9800 Pro.
I'd love to see a more lengthy and detailed game along these lines,but this one is pretty great in its own right.
Albert Woo
06-25-2004, 06:42 PM
I've gotten that error once as well. Aside from that, the game is quite good, with fantastic, evocative art. Great job, Derek.
Tyjenks
06-25-2004, 06:46 PM
OK, I have the error to:
Runtime error '9'
Subscript out of range
I was afraid it was my crappy, ME, decrepit system. I posted the error on the Stormcloud board, too.
EDIT: I had ~5000 on the final battle and caught the error. Ouchee.
Albert Woo
06-25-2004, 07:05 PM
Just got the error again. It seems to happen in the later realms for me, around 9-10.
MikeOberly
06-25-2004, 07:27 PM
Just got the error again. It seems to happen in the later realms for me, around 9-10.
Same here,I don't think I've had it happen yet early in the game.It usually bites you when you're working on a 4,000+ gold round....
MindToyGames
06-25-2004, 07:43 PM
Darn, I played dozens of games of this version, and never had an error.
Is there a pattern to it? Are you full up with 6 cards at the time? Are you low on cards? Does it happen usually when you click a certain button, and on what screen?
I'll include this fix in an initial quick patch (along with various little tweaks) if I find it. Sorry all. Good thing I haven't officially released the game to the full public yet. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-25-2004, 08:03 PM
It seems like it is always when I am selecting a card in a battle. I think.
A couple others for consideration in the patch:
-There is no way to exit the pick card screen or a battle in general if you do not have enough Karma to play the minimum of one card. In fact, I could not even Alt-Tab out or exit the game. I had to reboot.
-Maybe once you enter your name it can remain as a default name
-A place for your Karma total on the pick a card screen
Thanks,
Tyler
MikeOberly
06-25-2004, 08:16 PM
Derek,I just played a bunch more games to check out the conditions for the error.I got it once when I had 6 cards just after playing second card of the combat,and I also got it when I had 5 cards,again just after playing the second card of the combat.The one thing that's consistent is the error occurring just after my placing a card,before the computer can respond.It doesn't happen a lot,but enough to be annoying.I must have played at least a dozen games to get the error twice.
To add to Tyjenk's suggestions,I wish the game wouldn't reset my desktop's resolution when I exit the game.It would be nice to have it go back to the default resolution.Also,I'd like to be able to see my essence level as well as karma when selecting a card--it comes in handy when you're trying to use the Hag,for instance.
Even so,I dig the game.
Tyjenks
06-25-2004, 08:23 PM
Yep, definitely I click a card, it switches to the battlefield, and, before any cards are displayed, the error pops up and I am exited to desktop.
Agreed that it is still great fun. The realm descriptions (as I understand it, that is what you were adding in these last days) were worth the wait!
EDIT: It seems to have happened twice when I had one creature out, was finnished and the CPU had one creature out that would modify others. The error came up right before the CPU's second creature was played. Has happened twice, the last was with the Manticore
Anytime the game starts, it resets my refresh rate to 60. How can I fix that? Setting it back to 85 works for the current game, but then as soon as I start a new game, its back to 60.
olaf
MindToyGames
06-25-2004, 09:18 PM
*sigh* I believe I have fixed the Error 9 bug. of course it was something simple...I forgot to reset all the flags at the end of a game, if you click OK on the Win Game screen (and don't make it onto the high score list).
E-mail me and i'll give you a quick downloadable fix for anyone who wants it. And the official version will be fixed.
Thanks and sorry! Advice to any programmers here: It doesn't pay to code anything at 1 am. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Destarius
06-25-2004, 09:33 PM
Hi Derek!
Finally found the mail for the download hiding in my hotmail junk email inbox - thank goodness I caught it. Like the rest, encountered the error 9 bug as well. Hope it's dead now!
Fun, quick game, look forward to your patch!
MindToyGames
06-25-2004, 09:44 PM
Everyone who want the quick hotfix patch for this bug (I *believe* its dead now) should e-mail me, and i'll give you the link for it. It's only about 260KB or so. It's not a patch that's public yet.
My e-mail: derek@stormcloudcreations.com
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
The link sent this afternoon in email no longer seems to be working... that's what I get for being slow on the uptake in checking my email today... :(
MindToyGames
06-25-2004, 10:23 PM
The link sent this afternoon in email no longer seems to be working... that's what I get for being slow on the uptake in checking my email today... :(
Xemu...it's now working. :) Sorry about that.
I replaced the old version with the new version, with the "error 9" bug now fixed I believe.
So anyone who was having trouble with it can download the new fixed version, if they wish.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Nick Walter
06-25-2004, 10:29 PM
This thread has piqued my interest, so I'll have to buy a copy. When does it go on sale to people like me who missed the pre-order?
MindToyGames
06-25-2004, 10:32 PM
This thread has piqued my interest, so I'll have to buy a copy. When does it go on sale to people like me who missed the pre-order?
hey Nick...well, Monday "officially" but for forum readers, now...feel free to e-mail me and i'll give you the purchase links.
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Albert Woo
06-25-2004, 10:36 PM
A couple of minor improvements I'd like to suggest:
1) Increase the font size of the realm descriptions. I find that I'm having to lean forward a lot to read those. :)
2) Have the Hall of Records sorted by score, and perhaps include the date in there as well.
Thanks,
Albert
Raife
06-25-2004, 11:48 PM
1) Increase the font size of the realm descriptions. I find that I'm having to lean forward a lot to read those. :)
Seconded, and if you can support the Large size (120) DPI setting, that would be great.
Tyjenks
06-26-2004, 05:46 AM
Hate to tell you this Derek, but I got the error again. Played many game without it, but it occured right after selecting a realm.
MindToyGames
06-26-2004, 09:12 AM
A couple of minor improvements I'd like to suggest:
1) Increase the font size of the realm descriptions. I find that I'm having to lean forward a lot to read those. :)
Thanks,
Albert
Heh...well I thought of this, but I traded off on the size so that you could still see the realm graphic background. Maybe I could increase it a bit though. :)
Adding it to the patch list.
Most pre-order and recent order people should have received the hotfix patch in their e-mail this morning, which fixed at least most of the Error problems so far.
So far for the maintenance patch (no, i'm not one of those who would wait for the expansion to include these):
Correct the several grammar/spacing errors in the text that are remaining.
Iron out any more little Error 9 bugs floating around.
Add a function that remembers your last used name, so you can reuse it each game with just a click.
Add Essence/Karma display to the combat pick-a-card screen.
Maybe add a card or two extra as a bonus for everyone being so cool about things. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-26-2004, 09:44 AM
I received spin again a second time, but no second spin
The description in your journal for some of the longer entries does not quite fit for some of the more lengthy entries. Namely the one in the cemetary with the rat babies. Although, I must admit I rarel look back at the journal.
This one may just be because I am stupid. In the description for winning, it states you have to win a four card battle. For the first ten games or so, I thought I had to conserve and have four cards as well. Yeah, I am pretty sure that is just because I am stupid.
Ben Sones
06-26-2004, 09:55 AM
Maybe I'm just missing it, but I'm not seeing any links on the Voyager page to buy the game...
MindToyGames
06-26-2004, 10:13 AM
Maybe I'm just missing it, but I'm not seeing any links on the Voyager page to buy the game...
Here you go, purchase links and stuff (page not publicly available yet, only available for forum readers right now):
http://www.stormcloudcreations.com/voyagerGG.htm
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Ben Sones
06-26-2004, 10:58 AM
Cool, thanks!
MindToyGames
06-26-2004, 11:47 AM
Cool, thanks!
Thank you, Ben! Much appreciated!
An interesting stat: Does nearly everyone buy stuff with PayPal nowadays? I offered it as an option, thinking a few people might use it, but it was mostly for auction/EBay stuff and shopping websites. About *95%* of my Voyager sales have been bought with PayPal. Is this a typical scenario (when online software vendors offer a choice) these days?
New Voyager patch addition: option to turn off Music, so people that listen to their own music can. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Rod Humble
06-26-2004, 01:38 PM
Cool, thanks!
Thank you, Ben! Much appreciated!
An interesting stat: Does nearly everyone buy stuff with PayPal nowadays? I offered it as an option, thinking a few people might use it, but it was mostly for auction/EBay stuff and shopping websites. About *95%* of my Voyager sales have been bought with PayPal. Is this a typical scenario (when online software vendors offer a choice) these days?
New Voyager patch addition: option to turn off Music, so people that listen to their own music can. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
Derek, yeah I much prefer paypal whenever possible. Just feels more comfortable than throwing over my CC number.
MindToyGames
06-27-2004, 10:52 AM
Note: Just to let people know, the game website has been updated and the game has been "unofficially" released on the main website (meaning I haven't started advertising it widely yet): www.stormcloudcreations.com So anyone can go there for info, demos, purchasing, Voyager Guild stuff, etc.
Thanks and I welcome any comments/questions! Glad people here have had fun with it so far.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-27-2004, 02:06 PM
Very much still digging it.
New error though.
After winning and clicking OK to check a score a couple of times I get:
Run Time Error
Type mismatch
Just popped up today.
MindToyGames
06-27-2004, 11:40 PM
Very much still digging it.
New error though.
After winning and clicking OK to check a score a couple of times I get:
Run Time Error
Type mismatch
Just popped up today.
You aren't suppsed to click that more than once!..impatient people...grumble grumble.. :)
It'll be fixed for the maintenance patch, where the button will disappear when you click on it. It's already done in the code, in fact.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Destarius
06-28-2004, 09:46 AM
The pay-offs for encounter are miniscule compared to the Wizard's Games, or worse, no pay-off at all. Given that every encounter makes it *THAT* much harder to win the final four card battle, it makes a lot of sense to up the reward for tough battles. The reward could be scaled to the power of the creatures in the battle.
It's just frustrating knowing that every card I play before the final battle is costing me, for almost no gain, whereas ONE wizard's game can put me at the top of the table (e.g. 7,500 gold). My strategy now is just to avoid fights.
Or am I missing something?
Andrew Mayer
06-28-2004, 10:03 AM
The pay-offs for encounter are miniscule compared to the Wizard's Games, or worse, no pay-off at all. Given that every encounter makes it *THAT* much harder to win the final four card battle, it makes a lot of sense to up the reward for tough battles. The reward could be scaled to the power of the creatures in the battle.
It's just frustrating knowing that every card I play before the final battle is costing me, for almost no gain, whereas ONE wizard's game can put me at the top of the table (e.g. 7,500 gold). My strategy now is just to avoid fights.
Or am I missing something?
I agree. I avoid combat like the plague, the cost just isn't worth the reward. Since I can't choose what cards are in my deck, and I have no idea what cards my opponent is going to play, it's very hard to make strategic decisions.
It's a fun little game, but in it's current form I don't feel very connected to outcome.
Tyjenks
06-28-2004, 10:28 AM
I end up just taking acceptable losses, intentionally losing while conserving my cards and as long as I have 1 Essence left, I usually have the cards to win the final battle. That said, you do get very little reward, if any, for winning your battles. You end up simply searching for Wizard games to get the high scores. Some incentive for winning would be nice.
The Quests, OTOH, are certainly not worth the risk most times. Early on I will take them if I have little gold, but you are too likely to get the axe, literally. I think the biggest reward has been ~500 and more often you get nothing or simply a swift kick in the nuts and a few lost Essence points.
MindToyGames
06-28-2004, 01:04 PM
I end up just taking acceptable losses, intentionally losing while conserving my cards and as long as I have 1 Essence left, I usually have the cards to win the final battle. That said, you do get very little reward, if any, for winning your battles. You end up simply searching for Wizard games to get the high scores. Some incentive for winning would be nice.
FYI: The issues mentioned in several of these posts will be addressed in the forthcoming 1.01 patch, coming out in a week or so (including tweaking treasure chances, rewards and quest rewards a bit too).
Here's the (preliminary, but probably final) patch list:
Voyager Maintenance Patch 1.01
- Added an option on the Game Options screen to turn off game Music.
- Added a feature where it remembers the name you used last game in the current
session, and you can use the same name again with a click.
- Added a display of any combat modifiers to be made at the end of combat
with +/- displays on the side of the combat bar, near your combat power total.
- Added a new feature where you can buy an extra card draw for 250 Gold,
then randomly reappearing after being used once.
- Added a Cancel button on the Win Game Screen, so that if your system
doesn't have an active internet connection or you don't wish to check
the top internet 10 scores, you may click it instead to skip the process.
- Fixed a few spelling/grammar text mistakes.
- Fixed the "Noble" quest where it didn't display the results of the quest, and another
quest where the Essence points were not deducted properly.
- Fixed a bug where you couldn't exit the Combat Spellbook screen if you didn't have the Karma to play any
cards at the start of the fight.
- Added Essence/Karma/Region displays on the Combat Spellbook pop-up screen.
- Did some code cleanup for a 4% overall game speed increase.
- Added 2 new cards, and a few new quests and events.
- Nearly all weird crashes should now be resolved.
- Tweaked treasure payouts and treasure chances for combat
so that you get good treasure a little bit more often; also tweaked
quest payoffs for more possible higher payouts
- Increased font sizes for realm descriptions and card texts
slightly.
- Turned off the OK button on the Game Win screen so that
it cannot be clicked again, once clicked.
Also, the top scores list online has now been expanded to 20 instead of 10. This will reflect in the patch's Win Game screens and text.
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
06-28-2004, 01:44 PM
Wonderful.
Now if I can just have my game back where that Damn Dragon's Whim finally gave me a decent 7,500 payoff and I had all creatures with powers of 1 or 2 for the final battle and lost, I will be ecstatic.
Destarius
06-30-2004, 07:05 AM
It will probably annoy you greatly to know that's how I got my score of 8,745. Well, with the exception of the not dying. :D
Tyjenks
06-30-2004, 07:26 AM
It will probably annoy you greatly to know that's how I got my score of 8,745. Well, with the exception of the not dying. :D
Saw that, I meant to include Destarius Sucks! at the end of my last post.
Destarius Sucks! There, that's better.
Brooski
07-01-2004, 05:05 PM
Derek,
I bought your game today (full version). One thing I think you should seriously consider for future games of this sort is actually having a map, rather than disconnected pictures of areas. This would have helped Interstellar Trader 2 a lot, and I think it would help Voyager as well. Strange Adventures in Infinite Space really uses the map to good effect. Not only do you have a specific goal (trying to get back), but you can watch your progress and see the different paths you can take.
Does anyone remember a Tom Wham game that came in The Dragon magazine called Search for the Emperor's Treasure (http://www.tomwham.com/search.html)? It was really good, or at least I heard from some people that it was. I had never actually played it, or even heard of it or The Dragon, or D&D, or role-playing games at all until I found a bunch of old books and stuff in Tom Chick's closet this past E3. There were all these places you could go, and half the fun of the game was going there. So I'm told.
A game like this doesn't have to have too much strategy, but in cases like this it could really do with atmosphere. Your decision to hire actual artists and a music composer was a good one, but you need to put it together with some more traditional gaming concepts. The "click through the portal to another disconnected portal" stuff doesn't quite do it for me. Since it isn't a boardgame, you wouldn't even have to reveal the whole map, making the exploration that much more a part of the game.
Now I'm going to have to find a copy of "Search..." on eBay, unless Tom Chick wants to sell me his copy.
MindToyGames
07-01-2004, 10:43 PM
Derek,
I bought your game today (full version). One thing I think you should seriously consider for future games of this sort is actually having a map, rather than disconnected pictures of areas. This would have helped Interstellar Trader 2 a lot, and I think it would help Voyager as well. Strange Adventures in Infinite Space really uses the map to good effect. Not only do you have a specific goal (trying to get back), but you can watch your progress and see the different paths you can take.
A game like this doesn't have to have too much strategy, but in cases like this it could really do with atmosphere. Your decision to hire actual artists and a music composer was a good one, but you need to put it together with some more traditional gaming concepts.
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit. :)
I decided to go with a journal aspect rather than a map (I did actually try the "map" angle early on, and it tended to make things look rather cluttered mid/late game, and it made the display of info a bit inefficient since each realm had a large picture and type that went along with it that influenced the choices (and all of my 60+ beta testers also agreed that it served the game well). I thought the journal aspect tied things together pretty well, showing you exactly what happened at each stop along the way, and a map along with this was a bit on the redundant side. If I had intended to make this more directly a "board game" in spirit and execution, then a map of some sort would have worked and been appropriate.
As far as the "traditional gaming concepts" there are shelves at Best Buy and Wal-Mart full of "traditional" concepts in games, and most people I speak with are sick of them. I always try to take new and fresh and simple approaches to things. Not always totally successful, mind you, but new and decidedly non-traditional in many ways. There are hundreds of people who have written me the last few weeks (many of them long-time, traditional PC game players) who seem to like my concepts here pretty well.
All this being said, I do appreciate your input and it's welcomed. At least I can assume you liked this game better than Trader 2. :D Thanks for buying the game.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Brooski
07-01-2004, 11:08 PM
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit.
I did try the demo, and knew exactly what I was getting. I bought it because, of all your games, it's the one most worth $19. If you think I'm so stupid that I would ignore the demo, buy the game, and then complain that it didn't have a map, I'm not sure why you would even bother responding to the rest of the post. The comment about the map was an observation after playing the game, which I assume I am allowed to make. If not, please let me know.
MindToyGames
07-01-2004, 11:48 PM
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit.
I did try the demo, and knew exactly what I was getting. I bought it because, of all your games, it's the one most worth $19. If you think I'm so stupid that I would ignore the demo, buy the game, and then complain that it didn't have a map, I'm not sure why you would even bother responding to the rest of the post. The comment about the map was an observation after playing the game, which I assume I am allowed to make. If not, please let me know.
You're allowed to make any suggestions and observations you like; there's tons of them over at the GoneGold forums, and I always am the type to note every thought and suggestion, and take it into account.
Probably 80% of the changes in the forthcoming 1.01 patch were implemented directly because of suggestions from players.
And I assumed you did try the demo, of course, which I why I was a little mystified at first by the tone of the post. After rereading it, though, I jumped the gun a bit. :)
Derek
Stormcloud Creations
www.stormcloudcreations.com
VegasRobb
07-02-2004, 02:11 AM
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit.
I did try the demo, and knew exactly what I was getting. I bought it because, of all your games, it's the one most worth $19. If you think I'm so stupid that I would ignore the demo, buy the game, and then complain that it didn't have a map, I'm not sure why you would even bother responding to the rest of the post. The comment about the map was an observation after playing the game, which I assume I am allowed to make. If not, please let me know.
It is amazing how even-tempered and great this response is. Very awesome Bruce. Not that it's worth much, but you gained some of my respect as I read (and reread) this. :)
MindToyGames
07-02-2004, 02:23 PM
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit.
I did try the demo, and knew exactly what I was getting. I bought it because, of all your games, it's the one most worth $19. If you think I'm so stupid that I would ignore the demo, buy the game, and then complain that it didn't have a map, I'm not sure why you would even bother responding to the rest of the post. The comment about the map was an observation after playing the game, which I assume I am allowed to make. If not, please let me know.
It is amazing how even-tempered and great this response is. Very awesome Bruce. Not that it's worth much, but you gained some of my respect as I read (and reread) this. :)
Strange when A. the response he gave is classic passive-aggressive and B. His veiled assertion that people aren't allowed to make suggestions about my games, or that I don't welcome them, is not supported by visible evidence; i.e. Most of the changes in the patch, a good 80-90%, are due to suggestions by players. A quick visit to the large 90+ Gone Gold thread about the game supports very clearly that I am very open to suggestions.
So how this qualifies as being worth of any form of "respect" is a mystery to me. I accepted it as a suggestion after I reread it a few times later, which he is very welcome to do, and that was fine.
JeffL
07-02-2004, 07:00 PM
Not too much to say here really. I appreciate your buying the game, but that being said, there's a demo that clearly demonstrates the structure of the game you could have tried. Just makes me shake my head a bit.
I did try the demo, and knew exactly what I was getting. I bought it because, of all your games, it's the one most worth $19. If you think I'm so stupid that I would ignore the demo, buy the game, and then complain that it didn't have a map, I'm not sure why you would even bother responding to the rest of the post. The comment about the map was an observation after playing the game, which I assume I am allowed to make. If not, please let me know.
It is amazing how even-tempered and great this response is. Very awesome Bruce. Not that it's worth much, but you gained some of my respect as I read (and reread) this. :)
Strange when A. the response he gave is classic passive-aggressive and B. His veiled assertion that people aren't allowed to make suggestions about my games, or that I don't welcome them, is not supported by visible evidence; i.e. Most of the changes in the patch, a good 80-90%, are due to suggestions by players. A quick visit to the large 90+ Gone Gold thread about the game supports very clearly that I am very open to suggestions.
So how this qualifies as being worth of any form of "respect" is a mystery to me. I accepted it as a suggestion after I reread it a few times later, which he is very welcome to do, and that was fine.
Um - Derek: I read this thread and when I read Bruce's post I thought "Hey, that's a good suggestion! That would add a nice dimension to the game." So I'm kinda mystified how you read passive-aggressive or any kind of attack in the post - I sure didn't see it, I just read a suggestion with some background as to what led him to the thought. I think I'd have been a lot more pissed than Bruce at the response to the suggestion. FWIW
MindToyGames
07-02-2004, 07:38 PM
Um - Derek: I read this thread and when I read Bruce's post I thought "Hey, that's a good suggestion! That would add a nice dimension to the game." So I'm kinda mystified how you read passive-aggressive or any kind of attack in the post - I sure didn't see it, I just read a suggestion with some background as to what led him to the thought. I think I'd have been a lot more pissed than Bruce at the response to the suggestion. FWIW
I wasn't angry at the original suggestion (it wasn't necessarily a bad one), I was more angry at his intimation that suggestions aren't welcome, when I put in a lot of hours (too many sometimes :)) into making sure the gamers who play my games are heard and responded to, and then having someone tell him how "cool" he was for it.
I'll admit on my end that my reaction to the original suggestion might have been tempered by his review of one of my earlier games. :?
So let's start over:
Hello Bruce,
Thanks for your support and suggestion!
I actually did try out a "map" type layout for the game, but due to the addition of types for each region, it became cluttered and displaying the data became inefficient later on. I would have had to shrink the region graphics, reducing the visual impact (or have them and all the data pop up moving the mouse over the "map", which would have been kinda clunky in function). I could add it in a separate screen, but that would have been kinda useless and would have made it just a purely visual thing, IMHO. If I had intended the game to be more of a purely board style game (not the intention really), I would have put in more of a "map" structure.
I was raised on very traditional gaming concepts, but now i'm more of a non-traditionalist with my design implementations. I try to take the corners a little differently than most designers. Sometimes I succeed, sometimes I don't, but with over 35,000 total copies of my games sold with minimal advertising (and mediocre mainstream reviews :)) over the past 3 1/2 years, I figure I must be doing something a little bit right.
I will keep the idea under consideration though, since it might kinda cool to re-implement this way it at some point.
Derek
Stormcloud Creations
www.stormcloudcreations.com
Brooski
07-06-2004, 03:58 PM
There is a patch out:
http://www.stormcloudcreations.com/voypatch101.exe
BUT IT DOESN'T INCLUDE A MAP! I am so just kidding. Not about the link, though.
MindToyGames
07-06-2004, 05:13 PM
There is a patch out:
http://www.stormcloudcreations.com/voypatch101.exe
BUT IT DOESN'T INCLUDE A MAP! I am so just kidding. Not about the link, though.
Ha ha. :D
Yes the patch is out...I started another thread here that lists all the changes, so that everyone can read them.
Thanks!
Derek
Stormcloud Creations
www.stormcloudcreations.com
Tyjenks
07-06-2004, 08:57 PM
Muuuuuch better.
:D
Especially, the rewards for fighting. Nice tweaks all the way around, though.
MindToyGames
07-11-2004, 02:13 PM
Muuuuuch better.
:D
Especially, the rewards for fighting. Nice tweaks all the way around, though.
Thanks, tyjenks! The patch has been very well received by just about everyone. Many of the suggestions in the community were what made the patch what it is. The patch did up the scores on the scoreboard quite a bit. Maybe more slots for scores? 30? 40?
Next up: do the marketing and all of that stuff for Voyager, and then decide if an expansion pack is worth producing (with more cards, events, quests, mini-games, features etc).
Of course the sales (and any reviews that come out) over the course of the next month or so will determine whether that happens or not.
Derek
Stormcloud Creations
www.stormcloudcreations.com
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