Just a quick note to let people know how I’m going to be handling sales for Station Generator.
It’s pretty simple really, as you already know, when the game gets a major update, the price will rise by a dollar until the final release when it will be $8. For the first week of each update I’ll run a sale where the game will be a dollar off, so it’ll be the old price for one more week, then on to the new higher price.
I have no intentions at all on bundling Station Generator unless I’m lucky enough to get in on a Humble Bundle. This could change depending on my circumstances, however I have a very steady income so this is unlikely to be the case.
Any questions, feel free to ping me 🙂
Just for the hell of it, here’s my very rough, first draft of my idea for a trailer for Station Generator. I need one if I’m gonna be on Humble 🙂
A couple of weeks ago I shared my plans for the space station generator’s future. And we’re closing in on one of the first major steps.
Alpha 5 is going to release on the 12th of September 2016
It will release under an Early Access model on itch.io. And until Alpha 5 is released, Alpha 4 is available for free. Once it is released the next step is to work on a Steam Greenlight campaign which hopefully won’t take up too much time
The Station Generator will be sold for US$4 for Alpha 5, but will go up by a dollar for each subsequent major release, which will be Beta 1, 2, 3 and full release with a final price of US$8.
I’ll be aiming for roughly a monthly release time frame but that’s dependent on a lot of factors, but so far I’ve kept it up for 7 releases with the 8th release looking like it’s gonna be on schedule, there’s just a few small things to tidy up.
The only time addition I can currently foresee is the Greenlight campaign which will slow things down a bit for Beta 1 but that’s to be expected and if successful would be great for the Station Generator as it will secure post 1.0 support for more features and content.
Following last weeks thoughts about making a road map for Quantum Wing Station Generator, I went ahead and actually did it. Having time of my full time job has had a huge impact on my game dev, as you might imagine.So I spent maybe half a day or so (I’m still a parent so I don’t get THAT much free time) working up a plan, and that’s what I’d like to talk about today.
Now that I’ve gotten a good way into the development of the Station Generator (3 pre-alphas and 4 alphas) and gotten it to look and feel something like a finished product it’s time to take stock and plan how I’m going to finish it. So I need to set some goals, and I need to make a plan to meet them, but I also need to acknowledge and accept my limitations and barriers and see what I can do about them.
Since the pre-alpha of the station generator (I probably won’t call it Generaty Station) came out in late February, and despite more than a few interruptions, setbacks and other projects, I’ve managed to release a new version of the tool every month which is a rate of progress I’m pretty happy with.
The first pre-alpha, of which there would be three, only had the most basic controls, station width, height and density (as seen in the random walk mode) but also included the rudimentary flight mode with gamepad only controls at the time. It was pretty stable and a solid base to work from. Though solid as it was looking back a heck of a lot has changed since then.
This week has definitely been a week. And as such, being a week, I don’t have enough time to write a decent post so instead I’m going to post something else I wrote, the version list for my latest pre-alpha game.
I’ve been thinking a lot about some advice that @Darkestkale gave me when I was making my first game. I’m paraphrasing but it was pretty simple, get the best out of what you have, then release something.
I’ve given myself around 2 years to complete Test Flight, and that’s a long time to be doing any project. And I suspect, like all projects, it’s going to take longer than that. Especially factoring in work and family stuff since I can only do this in my own time, which I don’t have a lot of these days! But that’s ok, I’ll get there, ya know?