project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Majki-Fajki

Pages: [1] 2 3 4
1
Discussion / Re: Facebook page - http://www.facebook.com/ufoai
« on: May 19, 2012, 05:28:29 pm »
Okay, great. Now you need someone to manage this page. I can't, I'm already editor in chief of polish Urban Terror Portal. But I can share some thoughts. Person responsible for FB will be called by me "FB guy".

Whenever someone commits something new, which can be "screenshotized".

Mapper commits new map. It's his duty to load UFO in ULTRA HIGH OMG settings, make some screenshots and send it to FB Guy. FB Guy makes a post on FB. He puts a pic and short comment. SHORT! Don't write essay about new feature. Use one long, or two short sentences.

Example:

Quote
Our mapper's team is proud to present new Alien Base map!




OR

Quote
After many weeks of work, meet our new armor for Marines:
<another pic>

If you are lucky, and in one day you have more than one material, that can be posted on FB, don't be greedy. Wait 2, 3 days and post it. It's important, that updates are constant. So you must work like TV Newsroom - calculate your material's time "on air"

You can as you players for some funny screenshots, like mine for example:

Quote
That's why you can equip your soldiers with grenades :-)



And so on. Make sure, that "something happens" constantly. You are not going to get popularity like Gaga on the start, for a long time you will be almost without fans. You need to endure this early phase :)

DESIGN

Dear God, I don't know who is your lead artist, but get the guy/girl and make him/her to make some nice pic for page.



Moreover, you can think about narration of your game. Maybe you can start talking about this game, like we would having REAL WAR with aliens now? Something like Wells did http://en.wikipedia.org/wiki/The_War_of_the_Worlds_%28radio_drama%29

Dunno, something to give UFO:AI "soul".

And last but not least, button of FB should be bigger imo on your start webpage.

2
Discussion / Re: Promotion of the game among no-nerds
« on: May 16, 2012, 01:25:53 am »
Quote
A terrible day - UFO:AI is on Failbook.

Love it or hate it - FB has 600 000 000 active users and growing. It's very important communication channel.

3
Discussion / Re: Promotion of the game among no-nerds
« on: May 16, 2012, 01:01:19 am »
Good start. UFO is on FB, just like Lady Gaga.

4
Discussion / Re: Promotion of the game among no-nerds
« on: May 15, 2012, 07:27:55 pm »
Well, to make marketing for this game we need:
plan
platforms (FB? Twitter?)
scheadule
assigment by dev team (let them for example create FB page and give for example you admin's rights to keep FB page in UFO devs ownership still)
artwork

5
Discussion / Re: Promotion of the game among no-nerds
« on: May 15, 2012, 05:30:39 pm »
Guys - you are able to create AWESOME game. You won't even meet each other in real life, yet you create very complex things. So you are able to organize yourself. Think :)

6
Discussion / Re: Promotion of the game among no-nerds
« on: May 15, 2012, 04:56:53 pm »
I believe that official promotion should be driven by devs. Non necessarily coders or mappers, but by ppl who are officially "in" UFO.

7
Discussion / Re: Promotion of the game among no-nerds
« on: May 15, 2012, 04:18:32 pm »
Guys :)

I have already given idea.

Facebook
Twitter
ordinary user-oriented website with clear and easy to understand info what does it mean to "contribute"

More players, more chances for developers, better and faster development

Perhaps one user can join dev team and manage all those things.

8
Discussion / Re: Promotion of the game among no-nerds
« on: May 15, 2012, 03:49:54 pm »
I had something more big, mature, organized and planned in mind but I guess this thread was pointless from the start.

GL.

9
Discussion / Re: Promotion of the game among no-nerds
« on: May 14, 2012, 05:21:18 pm »
Check this
http://wolffoss.deviantart.com/art/Blue-print-walker-214390906

Wolfoss (and dozens of other artists from DA) should already have been spammed by you.

10
Design / Re: Alien Tank designs ideas and proposals
« on: May 14, 2012, 04:59:39 pm »
Great, really great job. If there is any accepted by main devs design, it's needed to be there (a pic).

11
Design / Re: Alien Tank designs ideas and proposals
« on: May 14, 2012, 01:00:59 pm »
Well, I'm not offering YET :) Trying to research you and your game first to see if I'm skilled enough to help :p

Design should be taken care of by separate person - modelers usually work on conceptual art. Since you don't have conceptual artist (Am I wrong?) we need to use someone's else work. Modeling is a different skills area than creating designs.

Walkers are awesome, but someone have to animate them later. Walking, rotating, animation of explosion - tons of skills are needed.

12
Design / Alien Tank designs ideas and proposals
« on: May 14, 2012, 12:38:19 pm »
Okay, I have visited TODO page for modelling. You need 2x2 alien tank unit. Any ideas for it's design? I took quick sweep on Deviant Art and you can find many useless stuff, many ideas in general.

Currently I can't see in Wiki any kind of gathered ideas for this unit. So I'm starting a thread for that.

I guess we can go in two general directions. Tank per se and walker.

Nice design for tank, very alike Tau Army from Warhammer 40K. Not sure how many tris it would need, a lot of curves.



Or something like walker, similar to those from "War of The Worlds" by Spielberg:


It could be sweet to combine armor with "meat" parts.

Just few minutes on Deviant art.

EDIT
I have no idea how to make it below 1000 tris, but awesome design too

13
Tactics / Re: What's your favorite weapon?
« on: May 14, 2012, 01:20:27 am »

14
Tactics / Re: What's your favorite weapon?
« on: May 14, 2012, 01:09:34 am »
1. Laser Rifles. I have 3 of them in my squad now - they can massacre from distance. One laser works not so good, but 3+ is a killer team. More lasers, more aliens won't even move close, they will be dead far before their plasma toys will be effective.
2. Flamers. Masters of close combat. Killing 3 aliens with one shot? Priceless. 12 TU and armored guy is mostly dead.
3. GL. If you are sneaky and creative, 3x shot can do miracles. Not to mention what GL does to multiply targets.
4. Bolter. 3x shot = dead body. Simple as that.

MG is not needed atm. Until we get 2x2 aliens, huge, bulky, armored ones using MG is like using nuke to kill a fly.
RL - meh.
Secondary, smaller weapons - I'm not using them.

And last but not least - wallhack - those thermo-vision-stuff is priceless.

15
Discussion / Re: Promotion of the game among no-nerds
« on: May 12, 2012, 12:43:14 pm »
Person, who like making stuff in Photoshop may not be aware of fact, that certain kind of ppl make free video games. May not be aware, that they have skills to make skin for model or texture. They need information, that skills in photshop can be useful in video game. And they need to be explained that.

You can't make an assumption, that everyone is familiar with game developing process, vocabulary, and so on. That's why I have brought an example above, GNOME.
http://www.gnome.org/get-involved/

Moreover, remember, that popularity of project is a factor for modeler/animator/mapper/translator. If guy who can make cool things in Max sees that game has players database=30 ppl, he will skip it.

Pages: [1] 2 3 4