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Zero-K on Itch.io

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quote:

What would be mandatory to list Zero-K on Itch.io:


  • An Itch.io account
  • Receiving Paypal or Stripe account (to collect money on Itch.io)
  • A Project Page


Can we do this without the donations/money/paypal part? Any kind of publicity would be great, but as soon as money and a commercial reseller come into contact you're only making this needlessly hard to push through.

I see this as another encouragement to work on the trailer, but don't rely on anyone for this. We already have videos. Use what we have and if someone comes up with something better in the meantime we can replace it. There's no such thing as bad publicity.

Is there someone who'd step up to make the page?
+0 / -0

7 years ago
quote:
There's no such thing as bad publicity.

This is so wrong... If you get bad reviews once they will stick forever.
Are people forgetting Evo's Steam release? How is itch.io or any other platform any different?

This part what AUrankAdminGoogleFrog said is important:
quote:

Decide whether we need to put it there with good timing.
+2 / -0

7 years ago
CHrankAdminDeinFreund, It can be done without the donations/money/paypal part. CZrankAdminLicho already has that part setup already. I actually used it. Is there a reason to put the game up for free on Itch.io and not allow donations through Itch.io where impulse donors are?


The easiest way would use what we have now and update it later when we have a reason to. Just getting Zero-K listed would be a good reason to post everywhere that Zero-K is now listed on Itch.io.
+0 / -0
JPrankgajop
ZK is even less played than the biggest fail games. Of course we should try to keep our standards high, but imho we could profit from any publicity right now.

quote:
USrankOflameo
Is there a reason to put the game up for free on Itch.io and not allow donations through Itch.io where impulse donors are?


It makes sense, yet starting without allowing donations would save us the trouble of checking legality and a lot of discussions. Do we really need the money or do we want the players?
+0 / -0

7 years ago
Imo there are (at least) 3 choices for release date:
1) Before Steam, in order to increase the established userbase. Apparently that can help.
2) Coincide with Steam, in order to announce the (Steam) launch even better. Basically it would serve as another avenue to advertise it.
3) After Steam, in order to reappear in the news after the initial buzz has died out.

I'm not sure what's the best, but I think the existing userbase is "large enough", and that option 2) or 3) would be better.
+1 / -0

7 years ago
JPrankgajop, why did @gaben refuse to let Zero-K be a full class release on Steam in 2014. Since then Steam Greenlight ended. What happened for the last three years? The Steam version was last updated on 2014-05-14 but Zero-K was last updated 2017-08-06. Why wait for Zero-K to be good enough for Steam when it was good enough for Itch yesterday?
+0 / -0
I think you are wrong. It wasn't refused by Valve, it was greenlighted and it could've been released at any time. ZK devs smartly chose not to do it, until infra, lobby and singleplayer were done better.

"Steam version" is being updated pretty frequently, but it's only available to a select few that are testing/developing ZK and its related infra.
quote:
Why wait for Zero-K to be good enough for Steam when it was good enough for Itch yesterday?

"Good enough for itch" is your opinion, not mine. I think it's better off waiting for more polish, but I also don't know how important itch.io is as a platform - maybe it doesn't matter much at all.
+1 / -0

7 years ago
JPrankgajop, how is Zero-K going to get more polish before the asset copyrights are straightened out? Can you quantify how much better Zero-K's infrastructure, lobby, single player, and polish needs before you are willing to let the game get published on more platforms so it can attract more players and get more donations so they can be used to improve Zero-K's infrastructure, lobby, single player and polish? Do you think Zero-K doesn't need more players JPrankgajop?
+0 / -0
Assets aren't an issue, and the ones that are, are being replaced (e.g. current buildplates).
I was speaking in past tense, when lobby and infra was (imo) worse. Now that part is better, although there are a few other improvements still required.
SP is being worked on pretty heavily, see the thread about AI difficulties. There's also more work on missions.

Once those things are done it'll be release ready.

I don't know if it needs more players before the release. I don't think it does, or at least, I don't think that the itch.io campaign would bring considerably more (+20%), but there's no way to tell for sure.
+0 / -0


7 years ago
If anything, itch should come before steam as a test run. It's lame as a follow-up (and PW can take that spot), and i doubt it would amplify the peak that much.
+5 / -0


7 years ago
An issue with Itch.io for testing is that it would not be a test of the steam package. But aside from that it is a good idea.
+0 / -0


7 years ago
Afaict it can be a test of the steam package until the second launch (at which our in-house distribution/versioning takes over where Steam would do its thing otherwise).
+0 / -0
FWIW, gajop's expectations are unrealistic. We used to say the same shit back in 2008 and even earlier. Spring games will never be up to your "standards". We can get close. Chobby fills in a lot of holes, but us on uber can't even use it yet, and still, the best lobby for us is weblobby.

You guys need to temper your expectations. First off, the evo launch wouldn't have gone as badly, except steam decided to feature it on the front page. You had better pray to zeus and the universe that that doesn't happen to ZK. When people tlak about the evo steam launch, there is a lot that they don't know, which, from my perspective is really annoying. I hadn't planned to realease so early, but if you've ever spent time in steam's steamworks interface, you are aware of how primitive and user-unfriendly it is.

That said, it would NEVER have been the right time to release. If you keep waiting, ZK won't be released on steam for another 5 years or more. If you're trying to make sure that everything is perfect, take a word of advice and stop. Temper your expectations.

Additionally, the people that you get from steam will by and large not even know what rts is. They will think that it is like a moba, and will be utterly overwhelmed by the game. That isn't because ZK is doing something wrong, it just happens to be the wrong fit for that user. Evo has tons of people that come from steam and simply don't know what RTS is, when they find out, they simply aren't terribly interested (in the genre as a whole).

I agree with gajop that things should be as good as possible on release, but you should take that to mean that they should be good. Not perfect. Perfect will never happen.


Anyway, that wasn't even why I was posting. Apparently we all had the same idea at the same time, because I was in the process of putting evo on itch when gajop informed me of this thread. I've released it and can offer some insights if anyone cares. Nothing groundbreaking. Possibly mildly interesting, but if you have questions I'll try to answer them.

https://forboding-angel.itch.io/evolution-rts
+8 / -0

7 years ago
USrank[Evo]ForbodingAngel I am more interested in the amount of player you got through itch.io [in a graph preferably]

also congrats on reaching the top 20 popular games of the strategy category on itch.io, I left you a 5-star review, but couldn't find where all the other reviews are.
+0 / -0

7 years ago
It would also be a top #10 linux strategy game wink *wink*
+0 / -0
It's also top 7 in real time strategy.
+0 / -0

7 years ago
well it's listed as window exclusively on itch.io
which may or may not make sense to me.
+0 / -0


7 years ago
USrank[Evo]ForbodingAngel I don't think JPrankgajop is too far off the mark. He didn't say things need to be perfect and to make good estimates you need to be much closer to development. There are few tasks remaining.

As it stands, I think we could release six weeks from someone making an up to date trailer which is appropriate as the main front page trailer. This is if my internet doesn't disappear for a significant period of time and if Licho is around at the time that we've planned. I link release to a trailer here because it is one of those tasks that I have no experience in and others have said they are working on it. There are several tasks like this and they tend to take a long time to complete. I often find myself giving up on their completion and either turning them into stretch goals or spending time building up some skill and getting a subpar result. I have to admit that, if we were just waiting on things that are in my primary skillset, I would have worked much faster recently. In effect I get rewarded with stretch goals by working slowly, which is not the best. The trailer is by far the most impactful of these tasks and it is one of the least efficient for me to work on.

I'm treating the itch.io page as one of these non-me tasks because it looks like the kind of thing that almost anyone can create. I don't mean the actual uploading and officialness of the page. I mean the collection of content, writing of blurbs, and researching of options. I could be doing other things. These are things I can do but I'd rather be forced to do them eventually instead of doing them now. Besides, I think it is not smart to make a potentially infrastructure-testing release when we can wait a few weeks for Lichos free time. It would be great if content appeared by then.
+4 / -0

7 years ago
Congratulations USrank[Evo]ForbodingAngel on the successful Itch.io release of Evolution RTS and making it to the top 10 of the Real time strategy category in a single day.

AUrankAdminGoogleFrog, I can start working on Itch.io page. I can start it right here in this thread and or I can make a wiki page that would contain the the content for the Itch.io page that maybe we could just copy the html and css over to.
+1 / -0


7 years ago
That's great. I think a wiki page is best.
+0 / -0
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