Fafhrd on 15/7/2013 at 03:50
Get on Greenlight and shoot some e-mails/tweets to as many game journalism outlets as you can think of (this seems right up Rock, Paper, Shotgun's alley, so I would be surprised if they didn't do a short thing on the game once it's brought to their attention, and news about it will spread from there). At worst you're out $100 (and it's a one time fee, so you can re-submit you're game when you have more content), but you'll likely get a fair amount of additional exposure out of it, which you could try to leverage into a Kickstarter or IndieGoGo (more likely, since you've already said you're not in a Kickstarter territory) campaign, or do Minecraft/CubeWorld style alpha funding if you can manage to get together your own hosting and storefront.
If you do go with crowdfunding, be clear about what the money is being used for.
van HellSing on 15/7/2013 at 04:09
Quote Posted by Flux
Isn't GOG for "old" games that are released elsewhere?
Not anymore. They're not even using the full Good Old Games name anymore, since they sell new indie games as well now. Check here: (
http://www.gog.com/catalogue/indie)
june gloom on 15/7/2013 at 05:53
Yeah, neither "good" nor "old" really mean much anymore, so it's only natural that they'd just rename to gog.
Briareos H on 15/7/2013 at 08:52
Quote Posted by Flux
Contributing at the moment... have some demo & solid ai & weapons & tools but we're blocked how to present the whole thing and proceed...some serious designers perhaps, want to give hand?
From reading your posts, it sounds like you're in need of someone to fill in the usual role of the producer. That's not going to be easy to find, because you'll have to find someone with a good experience or an already strong vision, and that vision might clash with yours.
You've got that cool thing, you surely have a good idea of how it should play and what the core concepts are, but what's your ultimate goal? Make a name for yourself in the industry? Make as much money as possible? Make enough money to keep working on the game, expand it and make it as you envisioned it? Just get something out? Deciding on how to present the game to the public, how or if to fund it and how far you could alter your initial vision for the sake of marketing, they all depend on that goal.
Just out of interest, how did the project start and what did keep you guys going?
EDIT: This post might come off are more negative as I'd like it to be. I really do find what I see promising and if the project comes to fruition, I'll definitely get a copy. I'm sorry I don't have much to contribute except big ideas, I've tried my hand at mostly everything regarding game and music making but never kept at it long enough to become skilled...
Flux on 15/7/2013 at 15:17
Lots of good ideas, thanks folks really. Looks like I buried myself in some sort of cave to get the demo & prototype done and forgot about having some fun. I'll consider these all.
My only aim is to have this game out, and make a small income out of it so that I can hire few more people to do more "stealth levels" as I did enjoy making (
http://www.ttlg.com/forums/showthread.php?t=121563) this and (
http://www.ttlg.com/forums/showthread.php?t=119183) that for Thief Deadly Shadows...Yeah medieval is fun but sci-fi settings intrigues me more for level design. Also, along the last two years while waiting for "applications, coders' emails", I generated ton of content, which looks good for sci-fi setting in terms of indie standards, and I don't waste it.
James Tan, our programmer did an excellent job for unreal script. I know TDS editor, I know DromEd, I'm sure our scripting capabilities can match those. Coming up different ideas and scripting them is so easy, besides the code resides on top of Unreal engine, which is also very powerful...So much can be done for a stealth game with our version of unreal editor, I don't want to go it wasted...
Briareos H, I understand your points and no, they don't sound negative at all...Just making levels in unreal engine is the most fun perhaps, I can think of as an "computer activity" ; I have zero interest making a name in the industry.
For years, I've been making levels in unreal editor, now that indies can license it, I should be doing something useful with the whole experience and "savings" I did generate. And a sci-fi stealth game was the most logical choice for me...
Anyhow, thanks guys, I'll read each post again and ponder over...
SubJeff on 15/7/2013 at 21:25
I may have sounded negative but I really like the idea of this. It does look good and if you can tweak the AI and get good voice acting in it'd be cool.
I must be so frustrating trying to do something pure and being told it needs more of this or that, where the this and that are things you explicitly not done. I like the idea of the plot too.
Is there really no way you can get this on Steam for Greenlight consideration?
gunsmoke on 16/7/2013 at 03:14
If it helps, I have $10 of the $100 that greenlight needs from you. I am certain some others may chip in a bit. We could do our own TTLG greenlight kickstarter!
Dia on 16/7/2013 at 03:45
I'd gladly contribute! Definitely a game I'd love to play! The voice acting needs more work, though.
:thumb:
Flux on 16/7/2013 at 08:19
Thanks guys, for sure I can handle steam greenlight's fees and process, I was in need of bit of direction and thus I put some ad over udk forums. Now some co-designers & co-producers are interested in helping out, we'll see how it goes. I'll let you guys know, once we have some clear direction of PR and re-design process...
Meanwhile, here is a bit of info for game's story, I know I know not very original, but hey, we'll definitely need a writer once we sort out expanding the team issue
So here is the run down of time-line of "Solarix" events.
2050: The world has already consumed all of its natural-fossil resources.
2065: On-going revolts and wars across the globe brings a new draconian and feudal system, ruled in conjuncture with mega-corporations, mostly investing in advanced nuclear physics.
2080: One company, Solarix, manages to install an entire new system of "re-chargeable energy" on earth, mainly using a new and advanced form of eco-friendly "solar energy"
2110: Solarix is now the single-ruling biggest enterprise on earth, providing the entire planet's natural resources via complex conducts of nuclear fusion, combined with nano-technology.
2120: Solarix Enterprise knows that they can't rely on our old Sun for energy consumption anymore, launches inter-stellar travel missions into deep space.
2125: Planet Ancyra is discovered around system Tau Ceti, looks to be rich and abundant is resources.
2135: The entire world is forced to believe that Solarix funded "manned mission to Planet Ancyra" is cancelled indefinitely. However, rumor is that it already took place and scientists are already operating a space station built near Planet Ancyra.
2145: All earth-governments and few remaining independent media out-lets try to scrutinize Solarix Enterprise's covert operations, yet fail. Solarix essentially rules the planet earth now.
2155: The company has undergone important changes, now mainly developing advanced AI programs. One program is called C.R.P.P, Cognitive Resonance Prototype Program, rumor has it that it focuses on hybrid human chemistry with highly-advanced AI modules to create a super-infiltrator-human agent who has extra-ordinary capabilities.
2176: Subject 14 wakes up in Avorres Training & Simulation Ship, docked at Solarix-1 Station near Planet Ancrya. He is constantly reminded by a mysterious voice that he has been a "student" at some sort of academy in his life previously, that he can't remember the details at all.
Also apart from usual guns like pistol and shotgun, here is some info on some hacking tools, one other weapon:
Electro-Shocker: Simple device the player can hold in his hand. Upon pressing fire it fires a very short range electric particle and this knocks out the enemy AI it if it received from the back of the head. Ideally, the player will approach an AI from behind silently and stand right behind the AI and aim to the head to knock him out. It is not lethal at all against AI weapons or not useful if the AI is alert or not useful when fired from the front of the AI. Player can only knock the AI out if he is behind the AI and aiming for the head and AI is not alert. It doesn't have clips, has infinite ammo. AI who is wearing a helmet will be immune to Electro Shocker.
Electronic Circuit By-passer: Despite its fancy name, this is more like usual inventory object rather than weapon but will be available if the player finds “one” around the levels. Just like electro shocker , upon pressing fire it produces very short range particle effect. The purpose of it to unlock “certain doors” . I.e Player can't open a certain door, it doesn't have key for it or he doesn't have the security code to enter in num-pad of the door.. The player stands in front of the door and aims this weapon towards “lock” object of the door which is usually a circuit board and after a random time of 10 to 20 seconds the door is opened if the player keeps firing the this weapon aimed at the lock. After one usage it becomes obsolete and deleted from the inventory. In order to by pass another locked door the player has to find another ECB(Electronic Circuit By-passer) in a level.
Wireless Firewall Scrambler : This exactly acts like ECB but the player uses it to hack computer terminals. Some computers will displays simple text messages or UI scenes when the player interacts with them but some specially protected computers can only be accessed by using this tool. Its only difference from ECB is its mesh and particle effect. When the player aims this weapon to a computer, and keeps firing for 10-20 seconds the computer will become unlocked so after that a certain message or information regarding objectives or story-line will be displayed.