Hi Folks, Its been a long time since I talked here about my multiplayer online space shooter game Galaxy Combat Wargames. This free to play space shooter was released on 29th September, 2016 on Steam and today I shall discuss some of my thoughts regarding the experience so far and requesting an open feedback on this game to the wonderful community here. We really need it :)
I can recall the days of post development when all the rush of blood was towards marketing and promoting the game to the audience. But apart from that, This is the place where I as a core team of the developer spoke my heart out regarding the experience and expectations about the game. The greenlight was huge experience and learning curve for us and we passed it quite successfully indeed I would be very confident if any of our next project arrives on steam. We are happy that we are among ones who can give some tips to other developers as far as greenlight process is concerned.
Galaxy Combat Wargames was an ambitious project since its conception. It is somewhat out of trend what gamers normally have and that is what we believe it is its strength. We put the game on greenlight when we were close to beta stage. The feedback was good. Artwork had the most praise. Got a couple of previews and a good long interview as well on the game. We wanted to release the game as soon as possible and did every effort to take the word out in the gamers and gaming community and succeeded quite well in this regard. We released a playable demo before going greenlight. The next day we received the green signal.
Post-Greenlight we didn't have much time left to induct any notable core gameplay features as it is a multiplayer online game so we were mostly busy in fixing out things and do the final testing to polish the game as much as we could. We set the date for Q3 and wanted to have a good launch to meet the target. If I summarize the total feedback we received during greenlight days it was the following:
Will there be more environments?
Are more than two players allowed for matches?
How many weapons and other accessories are there?
We analyzed that we are good as we didn't receive any feedback of demanding major changes in gameplay but one thing we clearly knew that we are bit short on content so feedback was exactly reflecting what we had in our mind. It was the core team feedback as well. More than two players was a long thing to implement and it could deviate the actual experience as we wanted a head to head one on one match instead of 4 vs 4 at this stage of the game. We decided let's look at the other two i.e. The environments and accessories. Besides polishing the core gameplay, on the other side our artist started developing four brand new space environments where players could have a match against each other. We called those environments Planetary Wargames Arenas. We built a Galaxy Map where we placed all the planetary wargames arenas. So player could now have the choice to pick on which planet he wants to play. Side by side, we moved towards the accessories part, we wanted to have gamers a lot of customization on spaceships and character skins. We added 4 pairs each of colorful spaceships as well as character suits. Steam integration was another major task we were up to. With a small team of a couple of engineers and an artist along with one game director, All things were an ask in a short span of time. We delivered the best to our abilities considering the time and game requirements.
One may ask why we haven't done any major update since the launch almost 2 months ago. The answer is simple, Doing an update without knowing what feedback is there has not of much use. We really want an open feedback on the game to understand what is missing and what can be done now. Its an open feedback request to all of you. We are happy that despite not any major update, we are still getting players, however we haven't received much feedback on the game and we want to hear what gamers want to improve in and we will be up for it.
You can test out Galaxy Combat Wargames here: http://store.steampowered.com/app/488160
Game Release Trailer
I really don't have words what to write as we have hit the milestone something on which we are working more than a year, Virtually 2 years. Having a small team with bunch of ideas and passion for video games is might be the right thing you ask for as a developer. We took a big challenge by creating something different in Space Shooter genre and more importantly we are launching it as a Free To Play game. We think its worth it to have a play to this game. Multiplayer is always fun if the game is fun. You can challenge any one around the world in this Space Shooter game and your goal is to become the ultimate champion of all the planetary arenas for the wargames to become the best of the best. I am thrilled to inform that game has just released and you can now have the hands on experience here on Steam Page[/font]
[font=arial]Why It Is Galaxy Combat Wargames[/font]
It is the story of two Alien Races and in this very version you are from the of Planet Dionos. A huge legacy is behind Planet Dionos. Rog is the young commander-in-chief and He knows that his planet is under threat by a veteran Alien enemy called Zoknocs.[/font]
[color=#000000]Luna family has been ruling the Planet Dionos for centuries. Since ages, the Commandership of the Planet is shifting from ancestors of this grand family. The ancestors of Luna had always an ultimate goal and that is to keep peace within Galaxy. After the demise of the last commander, Rog the eldest one was crowned as Commander-in-Chief of Planet Dionos. [/color][/font]
[color=#000000]Zoknocs, An Old evil Alien enemy has the only goal of spreading destruction on the planets and rule the entire universe. He made a clever plan by sending a message to Rog through satellite that he wants to visit the Luna force in order to buried the hatchet between the two planet forces. [/color][/font]
[color=#000000]Took advantage of Rog's being a Naive Commander-in-Chief, Zoknocs did a fierce attack on Planet Dionos. Rog's army fought bravely and forced Zoknocs to retreat but the sudden attack on Planet Dionos costed Rog to lose his family and his father's major commanders. While mourning on the incredible loss of lives, Little does Rog know that Zoknocs was not over yet. He was planning to do a second attack to eliminate all that is left.[/color][/font]
[color=#000000]As Rog came to know about the next invasion by this deadly enemy. He committed himself to defend his honor and the homeland. He promised his lost loved ones that He will recruit the best of the best army within the commanders. Rog did massive research and developed a series of Weapons and Commanders Base and titled the weapons in the names of the lost heroes of Luna Family whom he had looked up since his childhood.[/color][/font]
[color=#000000]Rog handed over these weapons to the young army, He is about to create through Wargames. That army of commanders is you (The Players) Now you would need to earn these Heroic and legendary weapons with their fighting skills in these Wargames on different independent planetary arenas residing in Planet Dionos.[/color][/font]
[font=arial]Battle against anyone around the world[/font]
[font=arial]Face to Face online intense space combat in real time[/font]
[font=arial]Fighter spaceships equipped with powerful weapons[/font]
[font=arial]Multiple space environments with different planetary areans for the wargames[/font]
[font=arial]Hi-quality and engaging space environments[/font]
[font=arial]Variety of spaceship skins and commander helmets[/font]
[font=arial]Responsive Intuitive controls for fast paced maneuvers & strategic targeting[/font]
[font=arial]Global leaderboard showing list of top fighters[/font]
If I say I don't have butterflies in my stomach that would be a plain lie as the reality is otherwise. Ahh... Just 24 hours left till the Galaxy Combat Wargames releasing worldwide on Steam for PC tomorrow at 4 PM PDT
You don't develop beyond your boundaries. The key thing is to remain in your limits and your strengths. If you are an Indie, accept it in your mind but not in your heart. Thinking Big and out of the box is not crossing your boundaries. It is within your universe. The sun does not shines outside its orbit. It shines earth to full bright keeping a revolve in its own orbit and same goes with other stars.
Consider the sky as the main hub and label thousands of stars as video games and people living on earth are the gamers. Now when you look up at the sky with a naked eye, you see a cluster of stars. There are thousands of starts but the brighter one shines that are easily identified and your whole attention drives towards that very bright star. This is called the differentiation.
Being Indie isn't a problematic thing. Not shining enough to your capacity is a problem though. If you have created an indie game with small yet fun to play content, you are okay to celebrate and create hype about it.That is what we a small team who loves video games is trying to do with our indie head to head multiplayer space shooter title Galaxy Combat Wargames
I looked at other bunch of space shooter or space games so to say and I haven't found a single one with a head to head this style of gameplay that we have integrated into our game. That is not to undermine any other space game developer effort as every game has its own differentiation and has a genre. It is just the inner satisfaction as a dev team that hey, we are also presenting something new to the audience. I remember a very unique comment on the gameplay we received earlier during the early days of steam greenlight. A journalist called GCWG something like a tennis game in an space environment that you have your court area and you are throwing bullets to each other constantly trying to outsmart your opponent.
Post Greenlight, One major thing we have implemented into the game are the Planetary Arenas. We wanted different space environments into the game and that was much demand from the community but we didn't want to put that feature straight away. Instead, We have integrated a Map right there in the main menu. The players will have a choice to choose the environment they want to compete in against other players. Each planet will serve different leaderboards. Your challenge will be is to become the ultimate champion of all the planets. Its a free to play and you can compete any one around the globe.
The game development has ended, we have hit the Gold Version last week and we are all set to hit it and do some celebration. We are finalizing the launch trailer for the game at the moment what you can call a theatrical trailer which will be released along with the game.
I will open up more emotionally and logically in the making of Galaxy Combat Wargames as a future journal/blog.
Till then Don't forget to check Galaxy Combat Wargames on steam after 24 hours. A free to play experience on steam and help us with your feedback and reviews. Till then, Let me share the image of the Planetary Arena Map for you to watch and yeah two in game shots :)
You can add the game on your steam wishlist here on our Steam Page
Blog written by: Ali - Fork Particle Games
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It certainly is a Big Day for all of our core development team. Its a small team. We are a bunch of gaming people who have tried to make a free to play space game which has turned out to be real ambitious project. People loved our steam greenlight experience here of this same very game and I am happy to announce to community here the launch of our indie multiplayer space shooter game's steam page http://store.steampowered.com/app/488160/ It is now listed as coming soon with a Release Date of 29th September, 4 PM PDT & I am thrilled with excitement.
Post Greenlight back in May, 2016, as our first ever project on steam we were quite unaware of many things. We didn't know how to integrate on steam, we didn't know anything about the marketing stuff etc on steam. We had to go a lot with steam documentation for weeks and besides that pile of work we just knew one thing that though our game is unique in style and gameplay in the category of space shooter but it does need the content it deserves to be launched for PC.
Small team with hefty of tasks were ahead of us. We thought it'd be easy post greenlight but we realized later on that some real serious work starts right after that. I want to list out some work in points here for the fellow developers, gamers and gaming people in general.
Don't be too Self-praise kind of bot and insist on stopping the development and just marketing your same stuff over and over again. Even if you have a couple of months before release time. Try something of value to add in the game to make it as fun as possible.
There must be a long list of demands from community and press who have seen your game on greenlight. Pick the ones who you think are most important and try achieving excellence in those features in the limited time.
Develop, Blog, Tweet, Talk wherever possible, Develop, Blog... Run this cycle. It helps in both development as well as marketing of the indie game. Just try be creative, honest and sometimes funny to get better results.
If you are having fun playing the game then there are 95% chances that people will like too what you made. If you can't satisfy yourself on a particular feature then don't force yourself to add it. Be honest to yourself.
Have little extra patience if you are doing an online game. You know the server issues. If you have short temper, Don't even dream to jump into the Online arena.
Don't miss #screenshotsaturday at any cost.
Someone posted a well-decorated valentines day bed on twitter. A marketing intern came up and replied to the tweet something like "Nice Bed, Please like my game" Don't be a fool. Participate where it is useful for you.
A coming soon steam page is a must. It gets an idea to community and games can have some sound players audience at the day of Release. Launch it at least 20 days before depends upon what is the scope of your game.
Don't be scared to celebrate at the launch day. Do some party. Let people know about your achievements.
Last but not least, Be Human (Not a Marketing BOT) Perhaps the most important thing to be aware in marketing your indie game.
I hope the community will find the tips handy. In the end I would love to share a promo shot of our upcoming game. You people can visit our steam page to add the game in your wishlist. Its a free to play. Comments are welcome :)
Blog by: Ali - Fork Particle Games
[color=#000000]IT field has become so fast that number of software are made daily. Our world is totally dependent on software now. Given this reality, a software should be of high quality which ensures customer satisfaction as it is the key point of a successful software. [/color][color=#000000]Games whether they are on console, PC, or mobile have always played an important part in IT world. From designing to character animation, software regarding real time FX particle have helped the games to become more attractive, colorful and full of exciting visual effects. [/color] [color=#000000]Following are five features of a software tool that is high quality:[/color]
[color=#000000]High Productivity Rate[/color][color=#000000]:[/color]
[color=#000000]Tool has a very quick response time. It generates assets in a very less span of time which works in an effective manner. It produces high quality assets for multiple target platforms.[/color]
[color=#000000]Platform Compatibility: [/color]
[color=#000000]A quality software supports various platforms. If support is there for many platforms which includes PC, iOS, Android, Mac, Linux, Xbox One and PS4, so a user can make assets for any game platform in a single shot.[/color]
[color=#000000]A quality software should be manageable after deployment. It should monitors the performance and data usage status of the user in an organized way. It keep the logs, feature analytics and usage analytics.[/color]
[color=#000000]The amount of time to learn the software should be less. It should have a user friendly interface which can be easily understood by artists and programmers.[/color]
[color=#000000]The most important and main point of Quality software is customer satisfaction. If the customer is able to create content that they need then the product has met its purpose.[/color]
[color=#000000]Blog by Sabeen - [/color]http://www.forkparticle.com/
[background=rgb(250,251,252)] [font=arial]Hi guys, [/font]
[/background][/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] [font=arial]I just came into GameDev and thrilled to see the awesomeness here at the moment. I would love to be a part of this community and would like to share my experiences related to what I know and are going through with respect to games and more games. As my first post to this section, I would like to share my hands-on experience with my indie game project which ran a journey to makes its place into the Steam Greenlight process and eventually got the green signal from the games community there. [/font]
[/background][/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] [font=arial]Being the first timers on steam greenlight process I felt that it was an amazing learning curve for so I really want to share what our team went through and how we went through this process.[/font]
[/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]We are a small team and we developed a multiplayer space shooter game, a game which is different and excited us as gamers. We showed up to some friends in our community and based on the potential and belief, decided to put that on steam. We went through a lot of research material on the web, i.e. study the past experiences from developers, The Steam FAQ as well as other articles. But it is as they say that the greenlight process carries many secrets inside that every length of information seems small and little to help towards achieving goal.[/font][/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]To start off, We were taken aback by studying the different statistics that you need a whooping amount of Yes votes if you want to get the green signal. Like 15,000 to be in Top 100 and then further 15,000 to be in Top 50. We were like OMG!!!! This will take years as the game had no sound community before whatsoever, How this would be possible in limited time we are targeting? We got some relief when we read on steam FAQ as well as on some other blogs that the greenlight team doesn't only see Yes votes rather it sees the overall package that includes your project, the updates, the community feedback and of course the Yes votes. Even then, There will be no guarantee when you will get greenlit :P[/font][/background][/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] We decided right there that Okay, "We aren't gonna do super promises in our talk. We are an indie studio and we have an exciting game to show so take the responsibility, Believe in your game and accept what it is" We went with this frame of mind & launched the steam page on March 17th, 2016. Despite knowing nothing much about process, we follow our decision and set the release date as Q2 2016. It was Thursday night and very next day we saw a bombshell on us with the figures as 70% No and 30% Yes votes with just three to four okay or fair work comments as a first day response. We went expressionless and kind of hid our embarrassment by self-talk "O so that's what greenlight thing is Kind of expected." We did a quick meeting trying to figure out what went wrong as far as the greenlight page content is concerned. We noticed that we had some low quality screenshots and low-rez Greenlight trailer. We decided let's replace all screenshots and greenlight trailer, In-short let's recreate the main page content. We had to work on the weekend to do what was required, we didn't hesitate to work. Ran the game and took all the brand new quality screenshots once again and virtually recreated the greenlight page.[/background] [/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]Even though The Yes No ratio was 30:70 and ranking was 26% towards top 100. It was kind of alarming but we had atleast something to have a sigh of relief or cheer about in that situation and those were fair words by gamers on the first day to give us a little smile. We had our twitter and facebook pages setups. We were eyeing towards the Top 100 spot in phases and for that we needed to shorten the Yes No gap. Once the page setup We decided that the No:Yes ratio should go to 50:50 and to achieve that we needed more Yes votes than No. The good feedback on the page would be a bonus. So we took on twitter aggressively and posted the content daily in the form of development updates, screenshots, Gifs and trailer. Twitter is a cool thing when you have an empty pocket and you want to say about your product out-loud. I'd say the best medium for instant talk and that too on organic basis. [/font][/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]We realized that updating the steam announcements section on regular basis is important, We tried to kept the community engaged with every small noticeable update in the game throughout the development process in the form of dev blogs in blogger, announcements on steam after every 15 to 20 days and quick dev updates on twitter and the fun game original artwork and dev screenshots. For example, We worked a lot in the UI of the game so we decided let's announce that and present the improved UI in the actual gameplay footage, so we recorded the video, uploaded on Steam, made the announcement and tried to viral it on twitter as much as we can and eventually we noticed that words are starting to have a go! :)[/font][/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]The efforts of getting Yes votes were on full swing majorly through Twitter, Meanwhile we prepared the media kit for the game and a playable demo to get some previews of the game. It is always helpful when you receive feedback from the press so we thought let's try to capture that. We made a demo version, a balanced media kit with screenshots, promos and game document and sent to some websites on their contact addresses.[/font][/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]Through twitter, we managed to get a YouTube Let's play as well which got good exposure, furthermore we got one preview as well so we added their punchlines on our steam page and to keep the page updated and alive regularly.[/font][/background][/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] All above experience is kind of on way communication, one key factor for spreading the word about your game is the Most Important i believe and that is the Conversation with people. Use #steamgreenlight & #indieDevhour Lots of dev are there showcasing their games and asking for feedback. Request them for votes and give them votes for their good games, they will be ready to help you usually but beware from the funny people, sometimes they vote No so choose your friend wisely :)[/background] [/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] In a nut-shell, we were knocking at all doors of communication as much as we could. We spent some money from a limited budget to do a couple of press releases as well. There was still a missing link and that was the game itself. We always wanted to release the game demo publicly, we were just waiting for the right time. After getting a couple of previews and managed to develop the core features of the game, we were then in the position to release the demo to public. We released it on Friday night so that people can play it through over the weekend. The greenlight stats were at that time:[/background] [/font][/color] [color=rgb(40,40,40)][font=helvetica][background=rgb(250,251,252)] [/background] [/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]8 Announcements (The last one was of Demo), 99 Comments out of which 97 were positive. We released the demo and the very next fine Saturday morning Bang!!! We got Greenlit :) We are not sure what really clicked it to be exact Was it the Demo or was the regular updates. We believed that the entire contributions played a part and most importantly whosoever saw the game he/she liked it particularly the art-style, colors and unique gameplay of the game.[/font][/background][/font][/color] [color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]I would love to share some tips in bullets form which may useful for devs and for overall gamers community excitement:[/font][/background][/font][/color]
[font=arial]Make sure to upload good quality screenshots and gameplay videos on your Greenlight page. This always makes a difference.[/font]
[font=arial]Keep your twitter page active & take the audience through the development updates process in the form of tweets on daily basis.[/font]
[font=arial]Get Engage in conversations on #SteamGreenlight #IndieDevHour for Yes votes.[/font]
[font=arial]Make friendship with hashtags #SteamGreenlight #IndieDevHour #Screenshotsaturday #ThrowbackThursday[/font]
[font=arial]Don't you ever forget the hashtag #screenshotsaturday trust me it brings a lot of exposure if you have posted a good quality shot along with exciting lines.[/font]
[font=arial]Keep your steam page alive by adding quality screenshots, updates, announcements and gameplay videos as and when necessary. Make sure you do a couple of announcements a month but those should be meaningful and not forced.[/font]
[font=arial]Do prepare a media kit and a game demo to show to some of the preview websites and Let's play gamers. It is so helpful for getting hundreds of eye-balls to your game content.[/font]
[font=arial]Make sure that you have built up enough community before releasing the demo. There should be people who should be happy about the demo news if they are not ready to play it :P[/font]
[font=arial]Be original, Accept what you have. If you are excited about your game then this excitement will surely spread among the other audience as you will be speaking your heart out in your communications. I think this is the KEY and nucleus upon which all other game communication revolves.[/font]
[color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font=arial]I hope that I have added some value to the already much available information and experiences of Game devs regarding steam greenlight. Our space shooter game is still in development post-greenlight and we are crunching at the moment to release the game this quarter. The real work starts after the greenlit let me assure you. For those who want to see the game and try a playable demo can visit [/font][font='Helvetica Neue']
[color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font='Helvetica Neue']
Cheers,[/font][/background][/font][/color][color=rgb(40,40,40)][font=Calibri][size=2][background=rgb(250,251,252)] [font='Helvetica Neue']Rog[/font][/background][/font][/color]