Another Fading Suns design diary! It’s an embarrassment of riches!
Category: Game Design
July Fading Suns Design Diary
Bill’s new design diary for Fading Suns is now up at Ulisses North America’s site.
February Fading Suns Design Diary & Town Criers Report
The new Fading Suns design diary is up, folks — complete with a link to a new Town Criers Guild report. Check it out here: http://www.ulisses-us.com/fading-suns-designer-diary-february-2018/
Kickstarting the Suns
Developer Diary 3
We are debating running a Kickstarter for Fading Suns: Noble Armada. While we self-funded the game (read: I worked on it in my spare time rather than pay myself), there are a few things that would benefit from funding. These include:
- Hiring a programmer to port it to other platforms (right now it is only set for PC).
- Hiring an artist to make any necessary UI adjustments for those platforms.
- Developing and testing a campaign editor that is usable by anyone, and not just the game developers.
- Hiring both a programmer and artist to implement more spaceships and factions.
There are other things we could do with more financing, but those are the main ones. The main goal of the Kickstarter would be to finance those ports, so the game is playable on other platforms. That probably would not require much money. I am thinking it would run around $3,000. The secondary goal would be to create a user-friendly campaign editor, so players can create and share their own campaigns. You can follow me on Kickstarter as HDIAndrew, https://www.kickstarter.com//profile/hdiandrew
What do you think of Kickstarter campaigns? Is this something you might support?
Livestreaming Your Way to a Better Game
Andrew’s article about livestreaming games during development is now live on Gamasutra!
Here’s an excerpt:
For years we developers had it drummed into our heads to never allow public scrutiny of a game until it was ready for prime time. The (warranted) fear is that negative previews can haunt a game long after it launches, no matter how good it becomes.
Livestreaming has a similar dictum – if you want to build an audience, play the best games, not buggy piles of cow flop. Most game livestreamers are fans of the products we develop. They want to livestream because they enjoy playing these games and want to share the fun with their friends. Why would anyone want to livestream an unfinished game, much less one that might be horribly broken?
We should want this thankless role. By we, I mean the ones making the game – the developers and testers who have to hunt down all those wonderful bugs about which people like to make snarky YouTube videos. After fans began livestreaming their games, developers followed suit, finding this an excellent way to build a community and spread the word. We also began finding other advantages to livestreaming.
One of the newest, and still least recognized, plusses to livestreaming is the role it can have in quality assurance. For those of you who don’t know, quality assurance is the fancy term for hunting down and squashing software bugs. Most developers and playtesters work in quiet environments, focusing on gameplay, creating hypotheses of what should and shouldn’t work, testing these hypotheses, and screaming in frustration when the game refuses to cooperate. Okay, we only rarely scream then. More often, we scramble to pick up pad and pen, jot down some notes, and begin detailing the bugs in our spiffy bug database.
Wait — there’s more! Read the full article.