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ZK is on Greenlight!

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10 years ago
Skasi
http://zero-k.info/stats/ is totaly inaccuarate (it wasn't fixed, right?)
+0 / -0
10 years ago
Careful with those stats Eugene: http://zero-k.info/Forum/Thread/6902
+1 / -0
10 years ago
Zero-K just got Greenlit: http://steamcommunity.com/games/765/announcements/detail/1261317709896536643
+3 / -0

10 years ago
Today we greenlight, tomorrow we get 96.
+0 / -0


10 years ago
Wow, that's awesome. Now for working out when to release.

Also, our best hope is 97, and hopefully the selection shapes bug will be figured out by then.
+0 / -0
quote:
Now for working out when to release.
imo should wait with release until:
...playing singleplayer is really easy

...the comments on missions/tutorials no longer look like bug reports (""Help It says setup failed: D script not found")

...there is a solution thats prevent a dozen newbies noobing around in a room, but game never starts because nobody has the map.

...there are not 545 open issues on bug tracker. (if only so that it is actually useable once new reports come in?) 50+ have status "high" or "critical"

...the installation has been tested

...there is something that allows players to easily share infologs & screenshots. (or a page that explains that)

...zK uses current engine version, so that engine devs can support it and help

...there exist some basic guidelines on how to deal with critic from new players (for players and devs)

...at least 2-3 people who manage the steam-stuff, how to make updates etc.
(as in those people have the rights/acess/login data)
Needs to be more than 1 person so that it does not take days to publish crictical fix. (With currentl zK installer not so important, but maybe with preload etc.)


That is just a few points to think about, before anyone gets carried away by "omg greenlit" and wants to release asap.

Basically there needs to be some roadmap what must be done until release.
Maybe such roadmap/checklist already exists? But did not see it anywhere. Which would be somewhat bad too, because means many others probally did not see it either.

With greenlit it is maybe already bit "dangerous situation" now:
There is no release yet, but the zero-K name got much more visible because of steam news.
Most steam users appearently want their games on steam only, but some might still install it from site. Which could turn out unpleasant because zK is not really "prepared" for it.
If there should be flood of players with problems, needs to be recognized quickly and then put out message:
"blabla thanks for your interesst in our greenlight but we are not quite ready for release yet."
If something fails (always an option) must not be afraid to admit that as soon as possible - any waiting or denying only does more damage.
Yes, is exciting to launch and everything but if the rocket explodes then all the astronauts fall down and nobody goes to the moon.
+18 / -0
+9000 knorke. Everyone ought to keep in mind that being greenlit doesn't mean ZK has to be released on steam asap. Tbh I think releasing in current state would be a trainwreck. To make it a success, don't rush it.
+4 / -0

10 years ago
Hmmm from what i think in order to make this game work better we need:

Home page to have 2 types of display:
When you type Zero-k.info a page will pop up where it directs you to:
1.Newbie area
2.Experienced area

In newbie area you have a more simple page with:
a) Shadowfurry casts of the game regarding newbie guide (https://www.youtube.com/watch?v=1ivCdlEi6w4&list=PLmJnvU5T53Fm3iZLFvszxYU0hBFqK6lk9)
b)A simple download link
c) a big background image
d)Donate button
e)Manual button
d)a button where you click and all factories and units are shown( only in immages)
e)singleplayer missions( we will need more missions to make people understand the game easier), the link will work only when you download zero-k lobby.If you click it iy will explain that you need to install zero-k lobby for the missions to work.

2. For the experienced area we will have all the info like we already have now. I must be honest to you guys i was very distracted by all the info when i started to play the game, and i didnt understand things so fast because of that.

Regarding the game version and the updates knorke already pointed them out.
+1 / -0
10 years ago
When ZK goes on steam there could be thousands of new players or more. Can the infrastructure handle that?
+0 / -0


10 years ago
Yay!

I can reproduce the unitshapes bug, so i'll take a shot at fixing it next week.

Dunno about server scaling, but majority of infra has finally been migrated to the new server. Things are looking better.

97 would be a major benefit to the new release i believe, especially if those issues with autohost engine versions get a look at (e.g when Bleeding decides to host 94.1, etc)
+2 / -0
10 years ago
I would highly recommend in installer to pack most popular maps. Make it 3GB or whatever size, maybe optional. Also there could be such option in lobby predownlaod popular maps, this would greatly help people with slow connections.

How it is now.Newb joins room till he downloads map it changes 10 times = confusion + waiting + more confusion and more waiting.

Or there could be special newb room which has lets say 4 best maps and installer size wouldnt need to be so big.
+2 / -0
10 years ago
ZK can learn from EvoRTS' steam release. The release was great for EvoRTS, but there were some issues, see here: EvoRTS forum

For instance, the massive floods of players meant that it was difficult to start a game (newbies turning up all the time and needing to download the map before the game can begin). It'll make zk's massive game syndrome even worse if there are no plans to stop it.
+1 / -0
10 years ago
quote:
For instance, the massive floods of players meant that it was difficult to start a game (newbies turning up all the time and needing to download the map before the game can begin). It'll make zk's massive game syndrome even worse if there are no plans to stop it.


If its technically possible, a quickmatch option could solve this issue partially.
+0 / -0

10 years ago
quote:
If its technically possible, a quickmatch option could solve this issue partially.


there is! mighty juggler alrerady quickmatches you so quick you might regret demanding being quickmatched that quick. enable it in zero-k lobby at bottom left (if i recall it right).
+0 / -0

10 years ago
Or weblobby on the top left.
+0 / -0
The QM system had some good ideas, but was too buggy to actually be usable. Which is sad. But yes, some sort of fix or replacement for QM will be needed by launch. My personal preferred approach would be an "invite" system where specs and idlers-in-rooms get messages of games that match their preferences that they can say "yes, if that gets enough interested parties to start a game, pull me into that" using a vote-like sidebar.
+2 / -0
10 years ago
quote:
...there is a solution thats prevent a dozen newbies noobing around in a room, but game never starts because nobody has the map.


Newbie only rooms with seriously condensed maplist of good beginner friendly maps that are included in the steam install. Preferably with a different selection (mostly) for each game type such as 1v1, small teams, teams, FFA, etc..
+1 / -0

10 years ago
Honestly, the map list needs some TLC - there are many many maps that work just fine with ZK but don't actually put the "best foot forward" for ZK. They're featured because they work "pretty well" and they look "good enough" but they shouldn't be part of the primary map rotation of a polished game.

A difference between the concept of "supported" vs. "featured" would be ideal. Whether that's done by some new flag or just using the currently-underused star-ratings.
+0 / -0
Skasi
10 years ago
Pick the top 100 or so featured maps for new players? You know, the "featured" tag is a number - lower numbers are at the top of the map list. Just needs a single admin dedicating a bit of time, then this can be used for the newbie room.
+0 / -0
10 years ago
Personally, I think 100 is far too many I would go with 10-15 per game type max. It's hard enough learning the game without also having to learn that many maps *possibly. Although maybe multiple levels would be nice. Beginner, Experienced, Adventurous..
+1 / -0
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