Hello, I think that our community is to small and that we have to promote the game for find new players. Some one have suggestions how to promote the game ? -Game forum and fan site -Facebook -Tweeter -Other networks
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Please wait until all annoying bugs are fixed, server works 24 / 7 again and ZK runs on official engine version of spring. Otherwise there will be bad critic.
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zk has already a facebook page
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quote: Please wait until all annoying bugs are fixed, server works 24 / 7 again and ZK runs on official engine version of spring. Otherwise there will be bad critic. |
And then we shall strike! It exactly the thing which prevents from blooming. Greenlight and Kickstarter (with some kick-ass HD trailer) could be the kick-off.
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If you accept the burden of tweeting about #zk daily on #twitter, you could participate in handling the twitter feed.
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quote: Please wait until all annoying bugs are fixed, server works 24 / 7 again and ZK runs on official engine version of spring. Otherwise there will be bad critic. |
This. Once we have ZK working properly we can go for Steam with a huge Kickstarter campaign and fill all of Facebook, Twitter and G+ with ZK. If we could have a team of about 5 people that share all of their ZK awesomeness to every social network you can think of we could not possibly fail to get attention. What is needed is a snowball effect. we have about 100 active players. If they share it to 2 friends we will have 300 players. If all of those new players share it to 2 friends we will have 700 players. If that keeps going the community will grow and grow with a steady stream of new players. A short term thing I thought of was to survey people about how they found out about ZK when they first open ZKL. If they are not using ZKL then I think it is safe to say they are a spring veteran.
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We've been waiting for years for a working engine version without horribad pathing or huge desync/crash errors... Oh and: "I think that our community is too small and that we have to promote the game to find new players." English skills are actually a major reason we've had such trouble finding people other than the devs to run the facebook page and promote the game. No offense lopgor, you're swiss so you probably already speak 3 languages.
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quote: Please wait until all annoying bugs are fixed |
People said that for the last five years. "first devs have to improve this thing" "let's get PW running before we do" "not before we have an SP campaign" "wait for the next engine version!" ...
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Many games have bugged open beta, or bugged early versions. Why Zero-K should be bug-free before promoting it to new players? I really don't see THAT much bugs that we shouldn't start now. Cause otherwise, we'll never start.
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I'm planning to make a "Getting started with Zero-K" video over the weekend. Similar to my Achron getting started video(which I'll also redo) it will just be going over super rudimentary basics for people who have never seen Spring, ZK, or ZKL before. The idea would be to show a new player how they go about starting up a game, what to do when you start (i.e. Plop fac), and some basic control options and modifier key effects. I may also make a video on modifying the interface, both basic (shift+F11, maybe a bit of options menu stuff for enable/disable) and advanced (F11 menu)
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"No offense lopgor, you're swiss so you probably already speak 3 languages." Aha, if only !! ZK is an international game so the default language is international english :)
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Honestly, if the goal is to get money through a kickstarter so the developers can work full-time on the project, then what they need isn't engine versions or bugfixes - ZK is already very far into the kind of alpha/beta state that most kickstarters campaign upon. What ZK needs is a business plan and some slick marketing videos. That's it. Not features or whatnot - ZK has progressed long past the state those crowdfunding happens around. Something to sell on kickstarter as goals and a real revenue source, and a beautiful promo video.
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Is there a widget to "fly" the camera around a battlefield (probably on a set track)? A short clip of an active game (GUI and labels disabled for this) with this and lots of things going on (air fights, land battles, a few large units and some swarms of small units) could look amazing.
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Yes. There's a widget that records camera paths and can play them back. This means you can plan and lay out the shot in minimal settings, then restart the replay with maximum settings, activate the engine recorder (which slows down the game so that you get fluid fps in the output video) and play back the camera path.
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That's great. Now we need someone who is good at this and a good match to do it for, preferably with large explosions at some point. A showcase video would also need to mention the UI somehow, since that's one of the great things about ZK.
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A thing that bugs me about trailers is that everyone always ends it off with a nuke. We have other things don't we? I think a trailer that ends with a ground level camera that pans into the sky to show an active starlight (follow the vertical beam up to the floaty thing that reflects it) would be suitably epic and yet different.
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That video recorder thing is Windows only. Perhaps someone could see about getting it working in WINE? It should just work. Last time I used spring in wine it was fine. I did not try the video recorder though.
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Btw, i posted these: on our college. ( ZK Totally free RTS! ZK is modern OS strategy from future inspired by TA, come to play with us or contribute to development! )
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