Navyman

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About Navyman

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  • Location
    Honolulu, HI
  • Interests
    |designer|programmer|production|
  1. The text box in the last screenshot could use an upgrade
  2. I think the thumbnail on needs to have more padding space around the words added. It looks like "Most" and "RTS" are outside of the image. I will check the actual YouTube version, because it could just be GD.Net's site.
  3. The chicken looks great!
  4. Happy to see more Mac support.
  5. Jigster started out as a Mobile App that I helped the creators re-invite and over the last 2 years it has gone through an untold number of changes, both in the front and backend. Near the end of last year the idea of bring the game to the desktop world was talked about. Within a short order, the game was in prototype phase. We understood that for the desktop market Jigster's gameplay would need to expand and allow more flexibility to players. During the Holiday season I was able to show off the early gameplay of Jigster to friends and family, which gave us ideas on some of the details players would enjoy. The result is seen in this screenshot of Stage 1 of Jigster. [attachment=35301:main_screen-stage_1.png] Now that we felt the UI held all of the elements it would need we expanded our reach of feedback to other professions in the game dev field. We were mostly focused on getting the UI to feel right, and reflect a higher level of polish. This was Stage 2 of Jigster. [attachment=35302:main_screen-stage_2.png] Believing that we had a solid product, Jigster went to Steam Greenlight to collect customer feedback. The campaign began mid-February and the first 8 hours were brutal. Only a single positive comment was written and that by a friend. We collected only 31 Yes votes and 203 No votes in 4 days, the writing was on the wall. At this point we could have easily thrown our hands in the air and stated this idea was a failure and moved on, but we decided to take the Greenlight campaign down and really study the comments and present the game to more people to get even more feedback. It is never fun to hear bad things about your game, but the constructive critiques we paid a ton of attention to. Jigster had launched in the Greenlight work without a unique hook, people had dog-piled on the idea that square puzzle pieces made the game too easy or that we were lazy developers with little knowledge. We returned to the "drawing board" and took a hard look at the game. Being surrounded by a project can often lead to tunnel vision, and I believe to some effect we had fallen prey to this. Our first thought was that lower piece counts were not engaging enough for players, because they could be busted in 5 seconds or less (actual times). The next game mode to be added was Speed Run, where a player has set amount of time to bust unto 5 jigs in a row. The thinking was even at low piece counts the player wouldn't get bored as quickly due to the steam of new puzzles. The current 4 game modes were mostly targeted at timers and thou they did add challenge to the game, they didn't alter the basic idea of assembling a photo from small pieces. Now with Speed Run, which could be seen as a fifth timer mode, we wanted something that mixed things up, and boom Double Trouble was born. The game mode takes 2 image and mixes the tiles up, we liked to joke that the idea came from a mother, that will not be named, attempting to save space combining 2, 500+ piece jigsaw, puzzles into the same box. With new game modes, we returned for new feedback for the UI and found people mostly saw it as a mobile game. We knew this would require another overhaul of the UI to move it more towards a desktop design. This was one of our more radical redesigns, as we were placing tons of information into a smaller space, but we didn't want it to feel smashed. Stage 4 of Jigster for Desktop. [attachment=35303:main_screen-stage_4.png] Now that Stage 4 of Jigster for Desktop ready, we created new screenshots and a 2 new videos, 1 solely for showing off the Speed Run game mode. With this fresh look and new content we decided to re-attempt Steam Greenlight. If you would like to check out the game more you can click the Greenlight banner here: [attachment=35305:Jigster Greenlight.png] The campaign has gone much better than the first attempt and we are continuing to improve the game as can be seen here in the Stage 5 screenshot. [attachment=35304:main_screen-stage_5.png] With a release of a Demo for both Mac and Windows tomorrow we are hoping to making it through the Greenlight process. Additionally, we are still taking in feedback and comments.
  6. Precursor's Dawn - Greenlit! On the morning of Oct 18th, I received the email from Steam informing me that Precursor's Dawn had been Greenlit. Having spend all of the night and some of the morning awake promoting the game did not hear the notification of the email on my phone because I was asleep. However, my teammates were awake for it and began to spam Discord chat. Not seeing me behaving in a similar manner, within the channel, they included my handle every message to ensure I would get the news quickly. After, I think the fifth Discord ping I was up and stung out of bed to my desktop to ensure it wasn't a trick of exhaustion and a small screen. Sure enough the email had come in at 9:39 AM, just a few hours post crash. The smile I had was enormous. The huge green banner with the words we had thought would take months to get were there, "This game has been Greenlit by the Community!" The Moral Boost that seeing this on our Game Page was unimaginable! We have been working feverishly to ensure we have a stable product for an Early Access Launch. Further updates with address this and look for feedback from anyone that has experience navigating these waters. We want to thank everyone that stopped by the page, and especially those who voted. GameDev.net was a good source of traffic and feedback. We are thankful for the support this community of developers provided. I will be doing an expended analyst of the Greenlight Campaign. It will highlight what was done right and where we could have improved on. Hopefully, it will be a good resource for anyone gearing up for their own venture into the green light district of Steam. Our Kickstarter Campaign is Running until Oct 27th, 9:30 PM (EST) Methods of reaching us: Facebook Twitter YouTube Reddit imgur Kickstarter Steam
  7. Check out the fast paced SciFi Tactical Combat game, Precursor's Dawn on Greenlight. Even if this is not a game for you the traffic helps. Votes help the most, but we will be very happy for the traffic. Thank you. [size=7]Vote for Precursor's Dawn on Greenlight [size=8] Additionally, we are on Kickstarter. Thank you again for checking out our post. * Edit: We have had 258 Yes votes in our first day!
  8. While I have popped not the site from time-to-time over the last couple of years, just checked my journal entries and my last one was 2 years and a day ago, I have been stuck in a weird state of not being able to post much. To fill in the gap I thought I would write a post detailing it all out, then I thought it would be more fun to do kind of a Q&A session to see if I could answer my own hard questions. Q. Why? A. The project I had been feverishly working on Portas Aurora: Battleline came to a halt when I was deployed. Upon returning I had only a couple of weeks remaining before my move to Hawaii and rushed to get everything a move of that order requires. Q.Why didn't you continue on your game after your move? A. I took sometime off to sort things out involving a girl and by Christmas I was hired onto a non game app project and no longer with the girl. Q. Surely you were able to make some progress on your game ideas while working? A. Originally, I was only working for a month on the project. It was kind of a job interview and prototype and idea of the company's type of project. It included some bluetooth beacon technology I had previously worked with for the Air Force and the Army. If anyone would like to hear more about that I am game, it has some interesting possibilities for gaming. However, once the prototype was completed they need a lead developer that understood all of the problems the system had. I laughed seeing the issue I had created. Interested in seeing where this could lead I signed on for another 6 months of work. Q. Okay, now it is mid summer and you have completed the side quest, what about a game? A. Well as luck would have it, the company put in a bid to overhaul a game/social media app and was approved to tackle the rework. I signed up to lead the development, believing that I was coming for my game ideas and not the fact that I was more of a speed programer. The rework was played out to take 45-60 at most. In fact the in-house timetable was 37 days from receiving the source material to a final product. This would be come a grave misunderstanding between two companies as the iOS version was launched and then its completed development status stalled on minor changes that needed to be ironed out before the Android version could be build with speed. If you are curious about what a game / social app looks like check out http://jigsterapp.com. I will do a post mortem on the project in an upcoming article now that I have been cleared to discuss the adventure. Q. How long did the rework take? A. Technically, the company completed the work in April, but there is a maintenance period that is still in affect. The game/social media app came out leaps better than the original, but I still wanted to have done more with it. A fellow Developer on this site did a large chunk of the art assets upgrades, even if a good chunk went used for poor reasons. Q. April was 4 months ago, where have you been? A. After some issues of completion payments with the company I was working for a very random chance popped up at the beginning of May for me to attempt to launch a project of my choosing. I debated a bit and finally decided to throw myself to the winds of chaos. Q. So...what happened since accepting the offer? A. As life would have it about a million random things cropped up as road blocks. I had to move, take on some rush work to make extra money for the move and negations for the final deal on the project, like funding, goals, and timetables. In the first 2 months more than twice the number of things went wrong compared to right. Computer was stuck in Hawaii for the dumbest reasons, phone got taken, Family health issues. Time Warner issues at the Company house. Picking up a new game engine, the final deal in writing dragged on. When the storm clouds finally started to clear around 20th of July some of the people I wanted to group with were already involved with other projects. Still I have pressed forward and last night I returned to the site and interacted for the first time in 4 months. Q. Does that mean that you have some game development news to share? A. Yes. I have gotten the funding and the go ahead to launch forward with my game idea. Well some of the primary idea have changed, mostly to fit the new timetables and work with the budget, but I think I have a close to tight grip on the design and layout of the game. Q. Okay, going to share anymore about this new game? A. I still want to do the Battleline game, therefore I went in search of a new title and found: Precursor's Dawn. The story behind the game is one of the other races have discovered a Dyson's sphere encompassing an O type star and it is now a race to mining its secrets before they are used to destroy you. I will be doing a more complete article on it shortly. Q. Final question, for tonight, does this mean you have returned to the site? A. I never completely left it, but I will be posting once again. Excited to have something to add this site once again. That wraps up this entry, but I am excited to see the site so live and I have a ton of journal entries to read and comment on. :)