quote: 1 - Better graphics, 2 - Better marketing and 3 - A more attractive website. |
Fundamentally, people with time, energy, and some level of skill have to step up and take charge of one or more of these roles. This list reads like the primary skill of three of the BAR core developers, at least as far as I can tell from the outside. The doomy outlook is that open source games will only ever excel at the strengths of their founding developers, which would mean that ZK will never have marketing and that BAR will never be well designed. But I hold out hope that it is possible to add new skills to the core team.
Graphics
Graphics has a low, but positive, chance of becoming excellent with the current approach. Half the work is technical, which I can do a lot of, and people like

ThornEel and


garfild888 contribute graphical improvements here and there. I think

ThornEel's plasma cannon trails look better than the trails in BAR, and the technology on display is 20 years old. Most of the more recent tech you see in BAR is actually in Zero-K, or at least will be soon, and anything that is highlighted won't be too hard to add. We have their fancy lighting system, but it is only used on Solar and Singu because I implemented it, then asked for someone else to configure it.
Here is an example of the work required: BAR has a 39,000 line configuration file just for the lights attached to units. I thought it had to be automatically generated, but the 350+ commits over the three years of its existence suggests that each of those lines was entered by hand. Creating this file required near-zero technical skill, in the sense that it doesn't require modelling software, programming knowledge, or anything that would traditionally be considered fine art. All it takes is someone with enough taste, energy, and time working away in notepad until they achieve an artistic vision.
A solid majority of the commits to the lighting file are by founding core BAR developers. I don't have the patience for that. I'll tweak unit AI and terraform design forever, but when it comes to graphics, I like it and advances can be exciting, but I'm generally not that fussed. The most important thing to me is that the graphics clearly show what is going on, and that they are appropriate to the underlying mechanics and use of the unit or effect. At least at this point. We had worse graphical problems in the past, such as terrible explosion ground scars, which I upgraded to passable as soon as the engine technology allowed.
In short, what we need is someone sufficiently obsessed with graphics to write a 39,000 line configuration file, or at least to oversee the writing. They would need an artistic vision that they want to realise, although to complicate matters, it would have to roughly match my ill-defined one (I too think a lot of BAR looks sort of bad). Someone has to lead it, to know how good a map has to look to be featured, to know how to apply and balance lighting effects. I keep adding BAR tech and either tone it down (like the mouseover highlight) or leave it unused, because I don't really have a vision for what to do with it.
There a lot of areas of graphical improvement that take more perseverance than upfront skill. Map lighting could be fixed, and the unsalvageable maps could be identified and culled. Even just cataloguing the BAR advances would be helpful. But beyond notepad editing, mapping and modelling are skills that can be learned.
Just an aside, programming skill can help too, at least if you are too lazy (like me) for copy paste. Compare the 25 lines to define Solar lights in ZK to the 160 in BAR:
Marketing
Marketing is in some sense easier than graphics, and in another it is much harder. I have an interest in graphics; cool visuals are nice and the technical side can be interesting. I personally have no interest in doing marketing or being marketed to. I don't like boasting or oversimplifying.

64_Bit_Dragon is doing some marketing, but I'm not sure how well it is going or how anyone could help. The upside of marketing is that it happens outside the game, so it doesn't have the same potential conflicts of something like graphics.
The hidden issue with marketing is that it takes a lot of work. From what I can tell, a lot of the time of a founding core BAR contributor is spent on marketing and community events. Just "messaging some streamers" appears to be insufficient. They have to be courted and managed, and you probably need to start with small streamers and build up rather than go for the big ones. This takes time and research. Polished videos and update posts help too. There are also Youtube channels that churn out game news,

64_Bit_Dragon got Zero-K into one for something. Having a bunch of videos hanging around to be used like this is another way to go.
Just look at the text at the bottom of this page.
quote: Zero-K is a free real time strategy (RTS), that aims to be the best open source multi-platform strategy game available :-) |
I didn't write that, but it encapsulates the Zero-K approach to marketing. BAR is "The ultimate real-time strategy game" and "Real-Time Strategy Redefined". I don't have it in me to write such statements.
The Cold Takes sit at the intersection of the need for marketing and things I actually like creating. But the marketing aspect is pretty slim. I could probably create update highlight videos, but there is no way I have the time for it. Or maybe someone could repackage Cold Takes into some sort of design hype video.
Website
The website is tricky. It does a lot for the community by hosting forums, profiles, and being integrated with replays, maps and mods. This is due to



Licho being a core developer with web expertise, although these days he is quite low on time. But it isn't flashy and doesn't give prospective players much to go on.
People try to improve matters from time to time. I'm not sure what happen to the attempts. Some try to overhaul the whole thing, and find that there is too much functionality to preserve. There was one, I think by


therxyy, that focused on the landing page. I think a fancy landing page would get us most of the way there. Fancy news could be a big improvement too.
As for the steam page, if anyone wants to organise a steam page update, feel free. The content is mostly from 2018 still. Again, this require time and effort, but a lot less than the website. Send us improved pictures, videos, and text.