Summerbatch - v2 consideration

Started by , Sun 29/01/2012 02:36:13

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m0ds

http://www.summerbatch.co.uk

Hmm, the info here has been lost since the server change. Sorry. Please see page 6 for now :)


LimpingFish

I like the sound of this. I have a handful of stagnating projects that would benefit from a deadline/goal. And money is always biscuit! Though it's early days yet, a list of DOs and DON'Ts regarding possible copyright/licensing pitfalls is something that would prove handy.

But I do very much like the sound of this!
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

m0ds

Thanks man, would be great of you to do that! Licensing pitfalls, hmm, good point. Naturally it has to be your own IP from start to finish, and I guess it would mean the usual methods of AGS commercial games (ie the engine which excludes MP3). Feel free to discuss those DO's and DONT's though if I'm not quite catching your drift. And thanks to those who've PM'd but want to remain anonymous.

Big GC

For success I think you would need to approve games.

The "product" you put out should be a reflection of the best of AGS.
You want people like me who may buy these things to enjoy a high standard and be inclined to keep getting bundles in future.
Making a game - this should be easy......?

bicilotti

#4
Colour me interested m0ds! A really nice idea which could provide devs limelight and some money, which is never bad. A couple of suggestions:

- as Big CG say, you should outline the approval process. That will make sure people will not try to freeride (like happened in some MAGS) and the buyer is left with a good aftertaste.

- Summerbatch must be limited in time! It is a special offer and as such should be fleshed (temporal window could be quite long though). Otherwise you kind of lose the uniqueness of the batch, that is what I think.

You proved you can organise stuff with adventureX, I wish you luck with this one!


Radiant

Considering how well the Bake Sale turned out, I'd be interested in this one too.

Dualnames

#6
I'm officially declaring interest. Now what game to make, no clue yet. But I'm declaring an interest to be declared. Are non-ags games allowed?

EDIT: Also
QuoteConsider it a way to raise some pocket money. Alternatively, rob Dualnames.
Thumbs up for this amazing advice :P
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Sane Co.

I will try my best to enter. Now to recruit some people.

Babar

Count me in as well, obviously. A mid-may deadline should be totally doable for what I am working on! :D
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Ghost

#9
Sounds very interesting (And it's hard to NOT be tempted by having "make a game" and "get paid" in the same sentence.  ;D)
I'd like some more information about the "level of quality", though: Any chance for game without voice-acting, cinematic cutscenes, and medium-length, or would a larger, super-polished game be better suited?

In any case, this is an interesting project and I like the way it is presented and outlined!

veryweirdguy

I'm 'interested', but to what degree, I am not yet sure. I'd love to be kept posted though!

Bror_Jon

Quote from: Babar on Sun 29/01/2012 17:20:36
Count me in as well, obviously. A mid-may deadline should be totally doable for what I am working on! :D

Yes. For what YOU are working on. ._.

Also, I strongly approve of this Summerbatch!
Quote from: monkey_05_06
I officially love you good sir, Always and Eternally.

Babar

Quiet, you silent worker in the back-room! You'll ruin the surprise!
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Igor Hardy

#13
Great initiative!

I'd love to join. However, for the time being I'm focused on a game that will get finished much earlier than May, so I'm really not 100% sure how I'll feel about the deadline after I'm done with the current project.

LimpingFish

Quote from: m0ds on Sun 29/01/2012 03:12:50
Feel free to discuss those DO's and DONT's though if I'm not quite catching your drift.

No, you're right. The main points would be the MP3-less engine, and that a game is not based on an established IP. But also, just to cover ourselves, it might be handy for potential developers to keep in mind the various stipulations that are attached to free or royalty-free resources they may decide to use. From fonts to sound-effects or music, if you source something for free, make sure to keep track of who it came from and whether it's free for commercial use, requires a credit or permission, or is covered by a Creative Commons license (or some such).

As most of us probably know, the copyright pitfalls involved in producing a commercial game, as opposed to a freeware game, are significant, and just making them clear ahead of time might save us potential trouble.

Hooray for Captain Buzzkill! \o/
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Ilyich

#15
Bundles seem to be everywhere these days, but since it's not a bundle, but a batch - I say go for it! :D Also, there's not that many adventure games in them and the fact that all the games will be exclusive makes it quite different.

I'm definitely interested in joining, but as someone who haven't finished a single game yet, I'm probably not the most trustworthy candidate. :D I should be able to make something half-decent by May though. And if that doesn't work out, I can always help someone with the graphics. :)

Ali

I think this a great idea, but for the next few months I'm too busy wasting money on my education to earn money making a game. Pity...

The big question remains, is this project named after Lord Cheekbones himself, Benedict Cumberbatch?

Mati256

I think this is a great idea. Of course free things are awesome, but if you want to earn some money from a thing you have taken the time and effort to create, then why be ashame? I say go for it! Try to make a living out of something you enjoy, that us the ultimate goal.
My Blog! (En Español)

qptain Nemo

Quote from: LimpingFish on Sun 29/01/2012 21:48:07
Hooray for Captain Buzzkill! \o/
Omg LimpingFish you like killed my mood and motivation forever  :(
Spoiler
Just kidding, nice advices there, mate ^_^
[close]

Quote from: Mati256 on Sun 29/01/2012 22:20:56
I think this is a great idea. Of course free things are awesome, but if you want to earn some money from a thing you have taken the time and effort to create, then why be ashame? I say go for it! Try to make a living out of something you enjoy, that us the ultimate goal.
'tis really nice to hear opinions like this one :) Thank you Mati256 for understanding and encouragement!

Stupot

Sounds great.  I won't be making any games until summer, and even then it'll probably be shite.  But some of us are gonna have to try and keep the freeware side of things propped up while eveybody else is selling out ;)

AJA

Sure, I'm interested. Especially since I've been toying around with an idea that I was planning on making this spring anyway. Joining this batchamacallit might ensure that it actually gets finished.

m0ds

Thanks for your interest chaps, I'm updating the first post as we go and will get the forum thing set up so we can discuss further the legal issues and structure of the project. For now yes just gather motivation and think up some ideas! :D

Baron

Intrigued and supportive, but timeless.  Wait, that didn't come out right.

tzachs

Declaring my interest!
I'm a bit worn out from the bake sale, and have a wedding to arrange as well, so if I do join, it will probably be with a game on a smaller scale.

Ponch

Quote from: tzachs on Mon 30/01/2012 18:44:02
if I do join, it will probably be with a game on a smaller scale.

9 Weeks In. A dog has been falsely accused of chasing a car and sent to a medium security kennel until she learns her lesson. She must clear herself of these charges and restore her good name (good doggy!) before her litter of pups arrive. But she has only two days left!  8)

Ghost

Quote from: m0ds on Mon 30/01/2012 00:14:42
For now yes just gather motivation and think up some ideas! :D

And I've just got rid of the glue sniffing...  ;D

Shane 'ProgZmax' Stevens

As I mentioned in IRC, this is something for which I already have an early-phase project that will fit in nicely, so at least for now I'm in.

Snake

Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

m0ds

I'm out of crayons, but I'll definitely add you and you other fellows to the black & white list now :)

cat

Great idea, but I won't be able to participate. I want to finish my longtime project till autumn and don't have time for another project in a commercial quality.

kaputtnik

Yeah, so - Mr. 3o4, abstauber and me have another game sitting on our shelves, waiting to be finished. I'm having awesome fun thesis writing times at the moment, but the deadline is April 30, so I could probably add some awesome fun game making crunch times in May and finish it. Does this sound acceptable?
I, object.

Babar

I just realised...
If everyone who says they are entering creates a game in time (which may not happen, of course), you'll have 17 games as of now, and probably many more people are going to sign on.
I'd say that is a bit...overmuch for one bun...thing.

You could maybe split them into 2 or more bundles, but that'd probably just confuse and convolute things.
Perhaps you can take the opportunity of having a new name (i.e. "It is a summerbatch, not a bundle!") to also think up some different form of collection or whatever. Like a person could obtain any 10 games out of the total by providing whatever amount they wished, but if they wanted all of them, they'd pay a more than, or equal to a fixed value. This could, of course make the game authors angry because then perhaps their game would not be chosen, but it is only one suggestion I came up with on the fly.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Ghost

#32
From personal experience: The number of interested people doesn't equal the number of finished games. There are team-ups, things getting in the way, and other things that will surely reduce the number. And not all finished games may reach the quality standards. Many potential games are a good thing to have because you'll often end up with considerably less actual games.

If there are really very many games, there's ways to deal with that too:
- The full collection could be sorted by theme and released side by side in smaller packs: SummerBatch A: "Suspension and Horror", SummerBatch B: "Screwball Comedy"... etc.
  This would nicely tie in with a small motivational "price drop" for people who buy all packs at once.
- Games could be saved for a future SummerSale.
- and I bet there's more...

TomatoesInTheHead

Quote from: Ghost on Tue 31/01/2012 11:26:21
And not all finished games may reach the quality standards.
Though when I look at the list of interested people, I doubt there will be many low quality games coming out of this, just too much awesomeness in there!


Colour me interested (in yellow) in the distant, distant hypothetical future, when/if my skills in graphics, storytelling and puzzle design are anywhere near a commercial quality standard...

qptain Nemo

What Ghost said.
Moreover, trying to eliminate the "problem" of too many entrants in advance won't do any constructive good. And it's not really a problem at all in my opinion, since the more games are in the bundle the more attractive it is to buy.

m0ds

#35
No problem cat, best of luck - and yes mr Kaput that is absolutely fine. I have to go out so this is a bit rushed, but Babar I see what you're saying, it's a very interesting point of discussion and I have also wondered about the 'perfect limit'. What it would entail in terms of development, also how it pans out financially would need some thought because I see your point, and Ghost's and Nemo's...

If it's necessary would it be quality over quantity or vice versa, but I think that could make for quite a cool "quality control" period before release and general reason to aim for something well made. It could put people off though.

However, just having as many as possible great quality seems more fitting for now. Certainly, as Nemo says, in terms of actually getting material made. But this is something to discuss at a private forum. Holding some games back for a secondary .bat (ie winterbatch?) could be good for all of those involved if we can make a fair financial model out of it, and I have no problem promoting what you might consider "lesser quality" games in other batches. The less games you have in the batch of course means better potential earning for each team leader. But I wouldn't want people to feel they may not get their game in it. You all have some interesting thoughts & ideas though.

I agree we have the interest that could mean many great games :) There's a John Carpenter, a ghost, an elephant, a fish, a snake charmer & a Ben Chandler what more could you ask for?  ;D And there is still plenty of time to get involved.

To be fair, I'll make the end of February the last oppurtunity to be involved in this first batch, though. And if you have a game already made (or almost fully made) and own all the original content (no copyright or mp3's in it) you are also more than welcome to get in on the action, but early on in the process, show your interest - this is something I need to think about a bit further before saying "yeah sure". Brand new games are a must. The idea is to help everyone earn a little tho, not just an elite group only. For now though we'll discuss these interesting philosophical points further in private and find the best way.

Continue to use this thread as a place to sign-up and register your interest though!


Eggie

Me, Bluke4x4 and Krazy miiiiight have finished our big, stupid overambitious project that's taken us all way too long by this deadline. This would be a great thing to be involved in, we'll work hard, we'll try and get it all done and polished and worth paying money for.

Dualnames

Quote from: Snake on Mon 30/01/2012 21:12:27
Color me interested.
Quote from: m0ds on Mon 30/01/2012 21:37:25
I'm out of crayons, but I'll definitely add you and you other fellows to the black & white list now :)


I AM LITERALLY LAUGHING MY ASS OFF.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ghost

Quote from: m0ds on Tue 31/01/2012 18:08:50
I agree we have the interest that could mean many great games :) There's a John Carpenter, a ghost, an elephant, a fish, a snake charmer & a Ben Chandler what more could you ask for?

One of the most flattering sentences Ive ever read.  8) We lack a CAKE, though. Or cake dough.

Armageddon

If you give me a year to code my own 2D engine I'd be happy to join. ;)

SSH

You should get Benedict Summerbatch to do the voice over for your adverts (in the style of Sherlock Holmes)
12

miguel

Hi guys,

as a follower of AGS life for the last 10 years of my life, a gamer and a poor talented game-maker, I am inclined to say some words.

Although the idea of earning money with games is reasonable and makes all the sense in the world, I am afraid that things are going just a little too fast in the community. CJ is not around any-more, future development of the engine isn't 100% clear at this moment and that relates to the games portability. Have a look at sites that support free-lancer game-makers and see what they are doing and the way they do it. People are earning money but the  games quality is higher than AGS average quality. And the best games get the money as the low ranked ones are quickly forgotten. Those sites have thousands of people ranking them, you get points when you rank someone's game.

Also, in my opinion, the AGS community has been here thanks to some fortunate gathering of specific people. And because it is free.
Those people are the creator, thank you; the moderators, fantastic; the tech guys, back-bone; the quality game-makers, there are some, not fair to name them; the people that "live" here;
Again, all this work and talent has one common link that is a powerful one: it's all done without any monetary compensation.

The Bake sale was great and its purpose a noble one. But money was asked and doing it so puts the AGS community, the engine and the game makers on a completely different level. The market.
Even if people were asked only for 1,5$, it's still money. And regarding to that, if you want to charge somebody, do it well, the minimum should have been 5$. 14 games for that kind of money is telling people that they will probably find 1,2 games that are worthy...
Sorry for being this way but that's what I think.
I hate to name people and as a rule I never comment a game that I didn't like, but IMO only Ben304 would have make it well in a site like Kongregate, for example. There's a game on the bundle that I wouldn't play for free, sorry. That's what me and thousands of gamers do, the offer is gigantic, so if the quality of the game doesn't reach the minimum you just skip to the next one.
Also, I've noticed that the way modern gamers see adventure games is a bit different from ours (meaning people that played the classics back when they were produced), it's common to have mixed genres in the same game (rpg-puzzle-adventure-platform)...

As I said, before you engage on this summerbatch project, take a look outside AGS. See what people are playing this days, what is the trend, what are the most popular games and why.

As I see things, if you're going to make a game commercial, anything less than what Dave Gilbert is doing with his projects isn't enough. Ask him if he could make a game on his free time until May that could be successful and I believe he would say no.
When planning on selling a game you have to raise the quality bar and you know it.
Have you consider joining efforts and make one really good game?

There's more than 7,000 members here. I'd say 2,000 are faithful and will buy the summerbatch bundle regardless of the quality of the games, but the word spreads fast. Getting into the market is a tricky thing and people expect a lot when they're paying money... I would hate to see this community  badly-spoken on the net.
We have a name on the cyber-space, when people find out they're talking with a Agser they have respect.

Well, the text is long enough, and I know that some people will hate me for judging their work but I'll be here to explain my point of view.
Bare in mind that money is not evil but can and will change things around.
The priority of this community should be the engine and its portability and to ensure that the people doing it are getting all the support they can have. And that may include server money and/or even paying the coders to do it.
Working on a RON game!!!!!

Ali

I don't think anyone will hate you, miguel. Those are good points, but I don't think m0ds has to worry about the reputation of the AGS community.

I agree that developing the engine is a priority, but there are lots of artists and non-programmers (like me) who can't really contribute to that. I don't think a project like this will distract from long-term goals for AGS.

Quality control is the big issue, and I think m0ds will have to make some tricky decisions to ensure that there are no bad-eggs.

I think the get-out-of-jail-free card is a pay-what-you-like scheme. I'm not sure if that's what m0ds is planning, but I think its worth considering.

That way the selling points are indie quirkiness by penniless gamemakers for whatever you think it's worth.

In conclusion, I think the SummerMartinFreeman has good potential.

Eggie

I think there's more people than Ben here who can produce games work forking out money for. I'd totes pay for anything as fun and pretty as Limey Lizard, for instance, and Chance Of The Dead if it had the polish of being made in more time than a month (And RAM ghost was one of my top reasons for buying el bakesale bundalé).

The promotion should definitely emphasise a few flagship titles that'll look good in screenshots and have reputable names attached to them. Once people know they're getting that level of quality it's not like they'll object to having a handful of less professional, but still quality controlled and fun, games thrown in to sweeten the deal.

ddq


Rocco

very interesting project, the deadline is very close,
but maybe its possible to make a little heist game, based on my scaffolding i did for City of Thieves.

Chicky

Okay, have held off commenting because i'm interested but have no previous credibility.

To me it seems the potential issue is one person putting in 150% and making something that looks marketable and another putting in an equal amount of effort, but to a lower standard. Should person B get the same cut as person A? They've both worked equally as hard but realistically person A is going to bring in more sales.

This is where the humble idea of making a little cash becomes a fight to join the bandwagon, and the claws come out. I'm not saying that this is going to happen, it just strikes me as a little unfair that one member could dedicate 200+ hours to creating something mind blowing, when another makes a game in a month. Are these games going to be moderated by visuals? Length? Gameplay?

Tbh, this is all driven by my massive ego. Everything above is hypothetical. I have a project that is viable for the release window, but i think i'd rather release it as freeware.

Igor Hardy

#47
Yeah, quality control will be difficult to handle.

That said, I want to express my total support to the general idea. I don't see anything controversial in asking money for something you've made. Or in making a bundle of things like that.

Releasing a high quality product for free is actually more controversial than asking money for it.

m0ds

#48
Sure, thanks for all the comments. Interesting concerns, interesting points and they're all very valid. And exciting to read and think about cos this is what game producing is all about to me  :D Promoting awesome games!!... I'm really only asking people who've been around a while and have a traceable history/association with AGS to contribute games, so you can definitely expect games of considerable quality in the first pack. And I have every intention of it being a pay what you like scheme. I'm pretty confident in the marketting of the product and the games, if I wasn't, I wouldn't be trying this, I'd be making night of the testicle 2 :P

But reaching a certainl level of quality shouldn't obscure peoples vision of creating what they see as a "great game" for it. Some of the greatest pieces of AGS "art" and stylistic games were short. If that is how one of them turns out it will be effectively marketted as such so you know what you're getting and why we appreciate it and you won't feel ripped off! I appreciate all the input though and the thought out comments, thanks Miguel!

As you know though CJ never had any intention of making anything with AGS it was just a self-accomplishment thing really: I'm a guy who wants to have a game studio before I die - and you know my commitment to the community (which has been 12 years) and I'm more than involved on freeware titles, it's just time to reach some of my personal goals, and those involve monetizing this "hobby" for other people too.

I'm sure CJ feels he has lived a lifetime in AGS, as do I. When I first came here adventure games were strictly dead. They'd only had their heyday less than a decade previous to that. Since then I've seen the birth and rise of indie adventure games (and indie dev on the whole) - also seen the expression of AGS and its impact on the gaming community. It's been a great era, definitely - but this project aims to usher in a new era (for me certainly) especially for those people who want to live off their favorite skills.

Morgan Freeman once said "Get busy livin', or get busy dyin', that's goddaamn AGS". People should be able to make the most of their talents however they see fit and this community has always been supportive of that. I'm confident now that when I promote certain things the right people end up listening, you can't spend your life fighting off what you're good at (another Morgan Freeman quote) the best thing to do is work with it :) And that's all I'm-a-doin  8)

AGS will always be a piece of software free to use by freewarers and commercial companies if necessary. The fact is Chris has specifically left AGS to be able to compensate. We all have different reasons for being here, and everyone has different reasons for using AGS (but still making the most of it). I've done things for free as I started here at 16, I'm fairly certain someone else in the future will do the same sort of thing from a similar age. I'd be most impressed if someone so young could start making commercial quality games though, because there should be a future for them with things like this. It is a good way to earn a decent living, doing what you love.

My personal stance will always be in unbiased favor towards helping people earn, I will always be inspired by new developers and other people who are comitted to making great games. But I for one know how hard it is to create something worthy to be sold as a lone title under a commercial company. I don't like the prospect of ousting games because they don't meet some people's requirements, rather, be greatful for everything you are given :) But these are just ramblings...

Perhaps then, there is trust needed, ultimately. Think about my background, 12 years of AGS I've certainly played some rubbish AGS games :P So the quality control aspect this time round is certainly really going to be my task (as producer) and it will require a little faith. But the fact you'll be able to pay what you want (certainly for a few months) for the games means you won't need to break the bank to play them! Why wouldn't I want to pay the kind of people I'd want working for me in the future, now? It's also a big financial learning project for me, everything is and I don't see myself at the point I want to be at the end of the year without some deeper experience with commercial AGS titles and people developing them.

Lots to think about but I gotta run! (Only just got here and there's been a total thread lockdooownnn) but thanks again folks. I appreciate there are still many unknowns about this kind of venture. Thats why it's good to discuss :)

Technocrat

Hm...I'm intrigued also...time to kick the 4-week plan into action again, except expand it to a few more as well! Who wants a sequel to The Rail?

Chicky

I have complete faith in your abilities Mark, and your contacts  :=

Quote from: Chicky on Wed 01/02/2012 15:39:27
I have a project that is viable for the release window, but i think i'd rather release it as freeware.

Sorry, this came across a bit arrogant. I meant i'd rather release as freeware to pay back the community etc, for all the awesome free games i've played over the years.

Technocrat: I do!!

Tabata


Creed Malay

This sounds most interesting! Colour me interested.
Mobile Meat Machines - Comics of Animals and Education! - http://meatmachines.livejournal.com/

Dualnames

Quote from: Creed Malay on Wed 01/02/2012 21:24:17
This sounds most interesting! Colour me interested.

There has been reported an explicit lack of crayons.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Creed Malay

M0ds will have saved one for me. We are *tight*.
Mobile Meat Machines - Comics of Animals and Education! - http://meatmachines.livejournal.com/

qptain Nemo

Technocrat, I think it'd be fair to let you know that you considering joining this made my day. :)
I look equally positive towards a The Rail sequel as well as something completely original.

LocutusofBored

I'm also interesting in joining up. Poc301 doesn't have much time, but has also agree to help program a game for me. Thanks!

LRH

I don't know about the other interested parties, but I would like to address the concern about quality. I completely understand the giving a game away for free and selling a game are two drastically different things.

When making the games I made for free, there were plenty of times when I would approach creation with an attitude such as: "Screw it. This game is for me. This game is free. I know it will likely fall into the vast void of obscurity that plagues the AGS database, but that's not the point. I want to finish this idea and see where it goes." The point of my free games was to develop my understanding of the engine as well as my capacity to create reasonable pixel art. I think it's worth noting that I quite literally spent hundreds of hours on my creations.

A commercial game, no matter how low the cost, will receive a much more tactical approach from me. It must be my best, and it must be worthy. It will be created for the audience just as much as it will be for me. I will treat this game with the gravity it deserves.

I know this may appear superficial and half-hearted, but I really do believe in my current project's worth.

Stee

I was just thinking about something like this. But moreso along the lines of a games jam.

Is there a restriction on slots? I'd like to provisionally put myself in, but would rather have something to show for it first if thats ok?

Also, if I can be a little evil, after talking with AngelicCharon, I'd like to put him in provisionally too. We were talking about getting him into the bakesale, but ran out of time, and I think the gentle pressure of having his name on the list might give him a bit of a boost. Of course, I will also pester him to agree  :)
<Babar> do me, do me, do me! :D
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

m0ds

#59
Now http://www.summerbatch.co.uk exists! Kind of. Just points to my games page right now but if I'm right Peder Johnsen is working on a landing page and lovely system that will ensure you can download the games easily.

The designers have been working on some great stuff, hopefully I can put up some screenshots soon. As you may know you can already find out about one of the included games, Nancy The Happy Whore in the gip lounge thanks to Technocrat:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45593.0

More news soon :)

StuPot Stee - just get in touch if/when you think it's definitely going to happen your end. The deadline is now June 1st for a release on June 7th.

Stupot

Quote from: m0ds on Mon 16/04/2012 21:13:16StuPot - just get in touch if/when you think it's definitely going to happen your end. The deadline is now June 1st for a release on June 7th.

Who, me? No games will be being made by me before June 1st.

m0ds


Babar

Quote from: Stupot+ on Mon 16/04/2012 22:29:20
Quote from: m0ds on Mon 16/04/2012 21:13:16StuPot - just get in touch if/when you think it's definitely going to happen your end. The deadline is now June 1st for a release on June 7th.

Who, me? No games will be being made by me before June 1st.
How can you disappoint us all like this? Have you no shame?

BE A MAN! MAKE A GAME!
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Radiant

Sorry Mark, but I'm dropping out of this. I simply don't have the time to commit to another project before june.

m0ds


Stupot

Quote from: Babar on Mon 16/04/2012 22:52:28
Quote from: Stupot+ on Mon 16/04/2012 22:29:20
Quote from: m0ds on Mon 16/04/2012 21:13:16StuPot - just get in touch if/when you think it's definitely going to happen your end. The deadline is now June 1st for a release on June 7th.

Who, me? No games will be being made by me before June 1st.
How can you disappoint us all like this? Have you no shame?

BE A MAN! MAKE A GAME!

Haha! I know you're all waiting eagerly for my masterpiece... or any piece...  :P

m0ds

#66
This is getting very close, with this weekend looking possible for release time :) We'll be sending out copies to the press by the weekend.

That said a couple of slots have opened up if anyone else has a game they want included that can be finished up over the next couple of days.

http://www.facebook.com/Screen7uk
https://twitter.com/Screen7uk




Mati256

My Blog! (En Español)

MadReizka

I do music and visual effects:
http://www.distantshitfilms.net/personal/

Peder 🚀

On the website it says early August so most probably not.

m0ds

Unfortunately, Summerbatch is cancelled.

Not really, I just want to be misinterpreted and read that on a Spanish blog site on Monday*. :P

Just waiting on the last couple of games, for testing this week - and a payment processor issue, and hope to have it up by the weekend or very shortly after. But agreed, it's time to exist.

*Thank you David, who has kindly covered the news.

Miguel R. Fervenza

Taken it, I'll inform tomorrow that Summerbatch was cancelled (laugh)

m0ds

#72
The website is updated!

http://www.summerbatch.co.uk

(let me know if anything breaks!)

MadReizka

I found a bug.
If you go from puchace to screens, the screens in the background wont activate. So you cant click them.
I do music and visual effects:
http://www.distantshitfilms.net/personal/

Armageddon

The website is 100% messed up on Opera.

m0ds

#75
Quote from: Armageddon on Wed 08/08/2012 08:26:57
The website is 100% messed up on Opera.

Thanks, can you elaborate a bit? It's about 20% mucked up when I run it in Opera 12, a few images not showing so some things get misplaced. Not entirely sure why it's loading some images but not all of them.. but what seems more messed up for you? As far as I can tell the CSS is working a-ok in Opera :)

Try now! Seems to like Opera bit more :)

QuoteIf you go from puchace to screens, the screens in the background wont activate. So you cant click them.

Thanks, yeah, there are problems there. I'll look into it.

Fixed! Please give that one a go :)

Tabata

Since you didn't add the 'IE-hate signal', I'll bravely report:
When watching the games section 'Teardrop' is constantly in front.
Switching to the other games is hiding them or without reaction.
The same happens when going to the other sections.
Only the scenes section work proper now for me.


Besides of this it's a very nice site (nod)

cu over there at the summerbatch

m0ds

Thanks Tabata! So you are using IE? ;) It outright won't work on that I'm afraid. IE tax!!

I'll look into the Teardrop error a bit later, seems it has been left in the html (which needs further cleanup, and that might produce slightly better results for IE. Only slightly. It'll still look all totally wrong) but unfortunately won't be released until the next batch. Thanks for your support!

Tabata

Yepp, I do!
IE9 and I am satisfied with it ...   


... and now I steal your kidnapping smilie for my collection

Armageddon

Quote from: m0ds on Wed 08/08/2012 13:31:28
Quote from: Armageddon on Wed 08/08/2012 08:26:57
The website is 100% messed up on Opera.

Thanks, can you elaborate a bit? It's about 20% mucked up when I run it in Opera 12, a few images not showing so some things get misplaced. Not entirely sure why it's loading some images but not all of them.. but what seems more messed up for you? As far as I can tell the CSS is working a-ok in Opera :)

Try now! Seems to like Opera bit more :)
It's probably just me, I'm on Opera 10 which doesn't support HTML5 and I'm too stubborn to update. :P

Peder 🚀

So I watched the counter go wild and count from 9 years and down for 5 minutes several times faster and faster, until it went to a full stop at 12... Now, WHERE IS THE SUMMERBATCH?! I DEMAND ANSWERS! XD

Calin Leafshade

The website says they'll be an official trailer "soon". Surely that shouldve been released *before* the bundle went live.
Speaking of which, why isnt the bundle live yet? The timer is at zero.

I googled "summerbatch" and got nothing. No press, no reviews, nothing.

I don't think you were ready, m0ds.

CaptainD

I gave it a mention on 2 of my blogs, neither of which have been picked up for just the search term "Summerbatch" (with "Summerbatch PC adventure games I found them though).
 

Mati256

I found your blog with just "summerbatch" CaptainD.
Also, looks like it's live right now.
My Blog! (En Español)

m0ds

It's available!

Haha Peder, yeah, I don't know why that happened - but I too saw that, it seemed to reach 5 minutes and then go wild.

Calin - well, the website is #1 on Google search, but yes, you didn't find any press reviews yet because there aren't any published so far. It's on sale for 3 months, we have time to get more press interest, it's not all about getting everyone to buy it the minute it comes out. The trailer was a last minute addition due to someone's suggestion a few days ago, and with all the other tasks, it's not going to be ready until tomorrow or Monday, I just haven't had the time.

CaptainD - thanks! Search by date and they're there, but no idea why not in a normal search. But it seems the term "summer batch" isn't all that uncommon.

A proper thread in completed games coming soon, just trying to poop and eat first.

Chicky

Nooo! Not paypal!

Urg, Paypal are useless. A while ago they 'limited' my account, stopping me from logging in whilst preventing me from using my cards with any other Paypal services.

Is there an alternative m0ds? I would like to throw some cash. :)

m0ds

Hi Nathan - have you tried it without logging in? This time round, I'm afraid other payment processor options were just too expensive. When the company grows, I'll definitely move it away from PayPal, but in these early stages - it's the most economic choice, despite it being despised by many ;)

Chicky

Yep, Paypal are crafty. It's no biggie, i'll just hijack a friends account when the opportunity arises. Congrats on the release!

CaptainD

Looking forward to seeing the amount raised after day one!  :-D :-D

Downloading my copy now...
 

qptain Nemo

Cheers for everybody who bought and will buy the summerbatch!
In case someone likes PISS soundtrack and thinks I (and my indie dev cause) deserve some additional support, you may proceed to buy the music from http://qptainnemo.bandcamp.com/album/piss or just get it for free if you think you've paid enough for the bundle.

ddq

I think you're doing it backwards. Instead of opening without any press and running it for far too long, hoping press will drum up later, the optimal strategy is to generate anticipation and have a short window of availability to increase perceived demand. Someone with only moderate interest will see the site and say "oh that looks neat, I might buy that later" and forget it quickly, while a limited sale time improves the chances of impulse buys. Too late now, though.

ThreeOhFour

I don't like the idea of aggressively marketed sales with COUNTDOWN TIMER OMG 3 DAYS LEFT!!! and things when you can have a polite sale that lasts for longer and lets people make their own choice rather than impulse buy.

But then, I don't really care how much money it makes, I guess. I did plan to send my game out to some press sites earlier but mine was the last finished, so it never happened. It's all my fault  :cheesy:

Radiant

Quote from: Chicky on Sat 11/08/2012 14:39:18
Nooo! Not paypal!

Urg, Paypal are useless. A while ago they 'limited' my account, stopping me from logging in whilst preventing me from using my cards with any other Paypal services.

Precisely the same happened to me, and since I can no longer log in, I can also not access their help and service desk. Sorry guys, if this is paypal-only then I have no way of buying it.

selmiak

Quote from: ddq on Sat 11/08/2012 19:46:32
I think you're doing it backwards. Instead of opening without any press and running it for far too long, hoping press will drum up later, the optimal strategy is to generate anticipation and have a short window of availability to increase perceived demand. Someone with only moderate interest will see the site and say "oh that looks neat, I might buy that later" and forget it quickly, while a limited sale time improves the chances of impulse buys. Too late now, though.

but with that 'strategy' (which probably is not even a strategy :D) even videogame magazines and blogs HAVE TO buy it to review it. And looking at these humble bundles, some of them can be quite generous, when listed by name on the website as the highest paying customer *wink wink*

m0ds

Hehe, I like the arguments, definitely. Helps you focus on your business sense :)

Day 1, no press beyond AGS and Adventure Gamers, plenty of sales. Tomorrow, the 50 sites we hope to get coverage from... I'm sorry, but the "anticipation" strategy is reserved for games that are already anticipated, Summerbatch #1 never was - but perhaps will be in the future and such a marketing strategy will be necessary.

In the meantime, thanks everyone, for your overwhelming support! Let us know how you get on with the games :)

I'm looking into a way to get it if you absolutely hate or can't use PayPal, I KNOW this is an issue for some people (some of my closest AGS friends in fact) - just wait a little while longer. Three months is plenty of time to make sure we can cater for you folks, you can't get it now - I'm sorry, but you can't hold me or the team accountable for the fact you fudged up your PayPal ;)

Oh Summerbatch and commercialism, with your funny people commenting ways! Appreciate it though, keep the comments coming :)

Calin Leafshade

I think I agree with ddq. For something like this you need to over generate interest, and you do that by creating pressure behind the release, this creates momentum.

Some people were going to buy it anyway (adventure game fans) so you need to try and concentrate their purchases at the start so that you make a splash. This splash, in turn, generates more natural media coverage which generates more sales.

The humble bundle is an example of perfect execution. They released a very funny, viral trailer before hand which generated interest and had a very simple, nice looking, easy to use site to buy the games from and it sold a *shit load* even though the actual games in the 1st bundle weren't that good.

Having said that, I wish all the developers the best of luck in getting a lot of sales!

ddq

As an alternative to PayPal, I've used Amazon Payments. Dunno how easy it is to integrate, though.

Fitz

Quote from: ddq on Sun 12/08/2012 05:43:06
As an alternative to PayPal, I've used Amazon Payments. Dunno how easy it is to integrate, though.

As a frequent customer at Amazon, I second that.

Finished PISS in one sitting last night. ThreeOhFour at his best. Hard to leave until you finish.

Next up: Barely Floating.

Btw, would everyone like a review in the bundle's Completed Games thread or individually in the game's profile page?

Frodo

Congrats on releasing the Summerbatch.  All the games look amazing  :grin:
Such a pity you won't make it work properly in IE8 though.  It will put a lot of people of, if they're forced to install another search engine.   :sad:

I have a question though.  Will the games work in Windows 7?   :confused:

Fitz

Quote from: Frodo on Sun 12/08/2012 10:18:07
I have a question though.  Will the games work in Windows 7?   :confused:

Yeah, they run on Win7 just fine. The only problem I came across is that when I originally installed it in C:\Program Filex (x86) (as suggested by the Install Wizard itself) it demanded I run it as Administrator -- and... well... I'm totally blonde. AGS itself did that, too, way back when I first installed in on Win7 -- and I had to tinker with the access settings a bit. Not impossible to do - but too much of a hassle, if you asked me. In any case... If you ever experienced that with any of the AGS games, all you have to do is simply place it in some other, non-system folder.

Frodo


Bishy

I bought the Summerbatch recently, and so far i've only played PISS.

My god I hope there's going to be a sequel. I absolutely loved it.

Spoiler
Are there multiple endings? Like, will choosing to forget Vyktor or Astis change the ending?
[close]

m0ds

#102
There's no denying people are in need of a second volume, plenty of emails asking about it, so I'm gauging new interest - who if anyone might commit to developing a short game for it this year?

I'd be willing to commit and hopefully run it a wee better this time round if there's enough interest, actual contractual agreements this time round so there's more communication and transparency between myself and the developers.

Last time the development teams earned over £350 each.

Of course a level of quality is important, for the players and hopefully you yourselves. But I thought I'd put it out there now whilst it's still early in the year. If so, the aim would be to kickstart it in the middle of Feb giving the teams a good 5 months development time.

If you've got something that may be ready July/August time but had not considered selling it exclusively through Summerbatch to begin with, you're also welcome to get involved. You don't have to specifically create for this, that's just the phenomenal approach the devs took last time.

And an advisory note (but not essential): Summerbatch customers want traditional point & clicks!

Armageddon

This time around could we use other game engines? Obviously it will still be traditional point'n'clickin' just on an engine that can be ported to all platforms like Unity or even a custom engine?

And I agree that they should have a very good quality level.

m0ds

#104
Yes, that should be fine, Armageddon. Feel free to expand on the detail if you can at some point and perhaps will then give me a better idea of what you'd hope to achieve. I'm not keen on distributing games that require too many additional installations to get them working, though. But this is not an 'AGS' product so it shouldn't be limited to just AGS games.

AGS games are of course most welcome, and would still be the only thing I'd be able to make :P Vol 1 was strictly Windows PC. If Vol 2 is a mix up of PC games and iPhone apps...that'd be a bit odd. So I'd say as long as what you make can be played on a PC, anything else it can do - is a bonus, is up to you and is welcome. But then, you MUST make sure your game works for Windows PC, and that remains the primary platform (for now). If everyone goes and makes a console game, we'll re-write that  8-)

Would that cause a problem? Of course, however you can deliver a point and click...would be awesome!

PS Feel free to let me know via PM about interest/concerns if you'd prefer.

Armageddon

Heh, I wouldn't do a console/iPhone game, just probably Mac and Linux if I can get it working. And of course PC.

m0ds


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