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Messages - Jarod "Brickwit" McBrickerton
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31
« on: February 19, 2015, 09:04:26 pm »
I just logged in after many months away and I seem to be stuck in Lugansk...how can I quickly get back to Saransk where many items are in storage? Thanks! Lugansk has not been accessible since early 2007 or so. You're in New Urengoy (NU), the area formerly known as Quarantine Zone A1, which is at the top-center area of this map, a bit above the dark patch in the middle (Swampville):  You can find more game maps at http://wiki.afterworld.ru/index.php?title=Maps, including one that marks NU and Saransk, which is near the lower-right corner of the map. If you follow the road leading out of the southwestern gate (which you can find by following the road going southwest from town) through the force field around (NU) to the south, then take the first road that runs west (to your left as you run south), you'll get to Sar but it won't be all that quick. It will probably take around 30 minutes to make the run if you don't get killed by any mobs and don't stop along the way to do any hunting or sight seeing. On the other hand, if you just want to see what you've got in Sar Storage, press F9 to bring up your PDA. Click the My Storages line to expand the list of the different outpost storages, then click Saransk Storage, then View. From there you can look through everything, rearrange, open boxes, etc., and even click the Export button to get an XML-formatted page with all of your storage contents.
32
« on: February 19, 2015, 03:53:44 pm »
Huh, didn't know that. So I guess the only work to do to make AW completely open source is to unlock the custom coding that was done and submit it to the Torque 3D GIT? Or do they have third-party add-ins or something that makes it more difficult, I wonder. I've yet to work on any open source project so I'm not sure how AW could only be mostly open source.
33
« on: February 19, 2015, 03:48:56 pm »
I'm not in a position to provide enough money to help with that level of funding, but I would certainly be interested in helping with the transition to open source code. Just let me know how and when and I'll figure out the rest.
34
« on: February 19, 2015, 05:15:22 am »
I have to admit it, that is a crazy amount of skill levels. I almost have to wonder how the money required to get those skills wasn't enough all by itself to support the whole dev team, LOL.
35
« on: February 19, 2015, 05:11:54 am »
Great idea Naro D!
I'll also add my thanks to the AW Team for nearly a decade of hard work and determination on a shoestring budget, hacking away at an under-powered game engine to try to make the best, most fun MMORPG I've ever had the pleasure of logging into!
A huge thanks also goes out to the members of Shadow Corpse society, especially Cuey and SerenityFireFly! Without those two great friends I'm not sure I would have found AW to be so fun and I'm not sure I would have had the drive to keep pushing for more and more skill stages in every possible skill.
So long everyone, and thanks for all the fishes! 8-P
36
« on: February 19, 2015, 04:56:19 am »
Right, but these tasks would need to be undertaken to make the game open source as well since the Torque engine is not open source itself.
37
« on: February 19, 2015, 04:55:14 am »
That's the worst possible news, but I have to admit that it seemed almost inevitable with bank's departure. Very, very sad to see this, but like Jane I will keep a small glimmer of hope alive that one day AW will truly be reborn again! Perhaps if there is somehow a way to breathe new life into it, you should name it AfterWorld: From the Ashes or AfterWorld: Undead. ;-)
I've already got a testing account in Star Citizen and have just started playing League of Legends to get a feel for the whole MOBA genre (it's more fun than I expected so far), so anyone interested can look me up there too. I pretty much always go by Brickwit, which I've used since I started the first round of beta testing SWG.
38
« on: February 18, 2015, 05:16:17 am »
I think the idea is to model a monthly subscription system after Star Citizen's subscription options. That game has no required subscription fees, yet hundreds (maybe even thousands) of people are paying $15 or more per month just to help fund the game. Those people get early access to some of the upcoming features in the form of a "private" newsletter, but they don't get any in-game benefits since it's a one-time purchase game where everything that can be bought now will be available within the game and obtainable by playing it; i.e., no real special privileges.
Since this game is not a one-time purchase, players who pay a monthly subscription would still get AWD for the dollars, but could also get to vote in closed polls created by the devs for whatever purposes they needed them, just as they used to do with closed testing groups. Giving a monthly donation could guarantee that you are part of the closed testing group(s), but those payments wouldn't be required to be in the group and in-game testing and feedback should still be given greater emphasis and rewards.
But the larger idea is that if the devs knew that they would have a monthly income stream, regardless of what state the game is in during any given month, they could focus their energies and time into development rather than trying to work out deals with outside funding sources - sources that will almost certainly have return on investment goals that are entirely different than our goals as players.
P.S.: I only voted for the $10-$20 per month option because that's what I know I can afford right now. When my finances improve (whenever the hell that is, haha), I'd be more than willing to raise the monthly amount.
39
« on: February 18, 2015, 05:05:32 am »
Agreed, Torque is a great testing/learning bed but is just too lacking to make a project like this, which is why bank has had to create so many customizations to get it to do what was wanted.
As I mentioned in the thread where Anti admitted that AW may end up going open source, taking all of the games current assets, plans, and designs to a new engine may be its only saving grace at this point. However, Anti did mention that the money that was offered to develop DotAW was only available while bank was the lead programmer, but now that he has left the project, so has that funding. Which is why Anti feels that there is little or no chance of getting backing from another VC or whatever they had for DotAW.
But I very much agree that a Kickstarter project created to translate (I won't use the word "port" because it leaves a bad taste in my mouth from all of the bad console-to-PC ports haha) AW from the Torque engine to Unity, Unreal, CryEngine, or any large, well-supported engine that is capable of handling everything that is planned for AW. If Anti believes it would take around $10,000 to make AW an open source game, I don't know why it would take much more than that to move it to another engine, except of course for the additional engine licensing fees.
40
« on: February 17, 2015, 08:02:05 pm »
I'm eagerly awaiting the response from the other coder as well. I'll enjoy playing AW no matter what the business model! But Snakeeyes11 makes a good point. How could the game possibly become an RCE if its code is open source? I don't think it would be secure enough for that to work. I wonder if it would be better to instead convert all of the assets and begin anew on a modern engine like Unity. Work could begin using the free Unity engine, then transfer to the Pro version for a one-time purchase of $1500 or a $75 monthly subscription.
41
« on: February 16, 2015, 03:20:42 pm »
bank, there were rumors that you had left long ago and were only tangentially attached to the game, if at all these days. I'm glad to see that you were still involved up to this day, but I'm even more sad that you are now leaving for sure. 8-(
I hope that the differences within the team can one day be worked out sufficiently and that funding can be returned in enough volume that you can some day (soon!) return full time to your baby, AfterWorld. Thank you very much for your vision, dedication, and time and energy; maybe we'll meet again sometime soon in the AfterWorld. 8-)
42
« on: February 16, 2015, 06:38:23 am »
Hehe, that would definitely bring them lots of cash, but sadly it doesn't seem like they've worked on that capability at all yet.
43
« on: February 15, 2015, 09:36:36 pm »
Hmm, I didn't realize The Repopulation was in playable alpha already. I looked it up a while back and never got around to donating/backing it, but it sure looked interesting.
The only other thing I'm playing on the PC is Star Citizen, which is also in testing, but is very far along already.
44
« on: February 15, 2015, 09:32:48 pm »
imagine this..: AWS as it is now bugged no mining fixed but still u can see how mining works even bugged, hunting the few creatures are around, picking here and there at the edge but u can see how pick works, crafting works ok so far, unbalanced loot but enough to let u see how the trading works ...+ few other things they have to add, the 3 new cities ( as they said those are ready ) new avatar look, few other guns and items they have ready, the cars. And on top of all this, landscapes, concept, beauty of details, dalewj book, wrapped into a good advertise to start the kickstarter....and on the other side the lame games that have raised millions of funds.
Plus the unique crafting system that makes sense, the ability to know very well what will happen when you hunt, mine, or craft with a little bit of effort, yet still have enough variability to keep things exciting. All of these things combine to make a very compelling game that we have all kept playing and investing into. It's really difficult to come to the same conclusion that Anti and the devs have come to, that the game is too buggy to get funded on Kickstarter. Most of the campaigns on Kickstarter are little more than ideas, hopes, and dreams by completely unknown people who have not shown any ability to come through with their goals, yet nearly 40% of all projects are successfully funded.
...despite all the issues they might have inside, I see just these stuffs and to me is enough. I completely agree. There is absolutely enough for anyone interested to get a very good feel for what this game will become and what the devs are capable of when they have the necessary funding. Yes their timelines have been overly optimistic and their goals have been overly ambitious at times, but in the end you can see what is possible just by playing the game. At the same time, very ambitious goals are exactly what gets people's excitement and anticipation raised up enough for them to become backers, and being able to experience what they've done so far on what is effectively a shoestring budget will make many people say
45
« on: February 15, 2015, 08:31:01 am »
Just a few notes on the games that Hugo pointed out:
Exploding kittens: Goal of $10000... they got $6 million!!!! Ok, it is a game of kittens.... because. kittens,... you know lol https://www.kickstarter.com/projects/elanlee/exploding-kittens?ref=category This game not only has kittens (which we all know that the Internet regularly goes ape nuts over, haha), but the world-renowned comic humor of The Oatmeal, who has a massive fan base. I didn't know he was connected to any game creation, but I'm not at all surprised that the game's goal was obliterated. This guy is pretty damn hilarious and if you haven't seen it yet, check out http://theoatmeal.com/ for a whole mess of funny ways to waste your time!
Star Mazerr https://www.kickstarter.com/projects/imagosfilms/starr-mazer?ref=category_popular Goal: $160k, 7 days to go and they have $126k This one looks entertaining enough and it grabs the attention of anyone looking for retro-styled games (which is another good-sized crowd). Plus it was given a "Kick Starter Staff Pick," which raises its profile by a good bit.
Wasteland 2 https://www.kickstarter.com/projects/inxile/wasteland-2?ref=category_most_funded Goal: $900k, they got: $2.9M Wasteland 2 is the sequel to the classic, late-80s RPG that inspired the first Fallout games. 'Nuf said.
Kingdom Come: Deliverance https://www.kickstarter.com/projects/1294225970/kingdom-come-deliverance Goal: 300k, they got $1.1M This one looks really good, with lots of innovative features and capabilities that weren't possible in the past, in a game using CryEngine to make an absolutely gorgeous game. The dev team includes people who worked on Mafia, Mafia II, Operation Flashpoint: Cold War Crisis, Operation Flashpoint: Dragon Rising, ARMA: Armed Assault, and UFO: Aftershock.
ShadowRun: Hong Kong. https://www.kickstarter.com/projects/webeharebrained/shadowrun-hong-kong Ok they have had other projects that may help him. They have a good number in their team but still they only asked for 100k and got 976k! With 58 hours to go, this game is now fully funded and as you point out, it's part of a series that has done well in the past.
So all of the examples you've given are for games where someone or something is well known and loved. These are projects that were almost certainly going to be funded because of the sheer number of gamers with positive memories playing these groups' previous games. AW does not have that benefit (that we know of).
I don't mean to imply that AW won't have any success with a Kickstarter at this stage, just that it will be harder than it was for all of your examples. On the other hand, AW is a game that anyone can download and play for free, right now, so it does have a very good leg up on the competition. Most Kickstarters for game projects have a pretty long lead time, requiring backers to wait a year or more until they actually get to see anything for their backing funds, but AW has another leg up on the competition in being able to give backer rewards much more quickly. But without plenty of reading or lots of play time, it's hard to get a good feel for why AW is so great and why so many of us stick around, which is why a very good Kickstarter project page is needed. In the end, I think that it really can't hurt for the devs to try for a Kickstarter right now, asking for the money they need to get everything fixed within the next twelve months, even if that means hiring another 2-4 devs. If the AW Team focuses the next month on producing a fantastic Kickstarter page to demonstrate and explain what makes AW worth their money, I think it is a much better use of time and energy than working on a new (though related) game and hoping for enough purchases on a platform that has over 4400 games to choose from, not to mention the fact that DotAW would seem to compete directly with Steam's top-played game, which was developed by the same team that created Steam in the first place, Valve.On the other hand, it's true that the AW Team seems to make their decisions and stick to them. Obviously they know the situation better than we do by a long shot, but we might be able to open their eyes to new ideas or new ways of seeing existing ideas.
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