about 1 year ago - 2 comments
I fixed the big mess of my server just in time to get into 2012 and to write this post. Here’s a look at what I went through as an indie in 2011.
Month by month
January, February: The birth of Star Corsairs
During the holidays I started to work on what would become Star Corsairs: Commander, Star [...]
about 1 year ago - 2 comments
After a really bad MySQL crash most of my stuff (including this blog) went down for several days. Everything crashed just before I had to leave town so this is why everything has been down for so long.
The good news
Everything is back online. The data of Star Corsairs is back to what it was when [...]
about 1 year ago - No comments
This is my answer to Beau Hindman article named What F2P and indie games can learn from SWTOR. To be fair to Beau maybe I shouldn’t call myself an indie MMO developer. Maybe I should say I’m some kind of Rambo MMO developer. He’s doing a great job to talk about indie and lesser know [...]
about 1 year ago - 4 comments
The new tutorial allowing you to try Star Corsairs without creating an account is now live!
Having some form of guest gameplay wasn’t quite easy to add but might be required for the time Star Corsairs will be released on Flash portals. It’s not much an issue for portals like Kongregate who have their own built-in [...]
about 1 year ago - 3 comments
I’ve been struggling recently to deal with my new/old situation. I didn’t have much choice to make this decision but making the decision and accepting it ain’t quite the same. Not yet at least. After some honest and direct discussions with my wife I might be starting to see the hint of a way to get [...]
about 1 year ago - 3 comments
It seems that some people misread a bit what I was saying in part 1. Let’s say it’s my fault and failed to properly express myself so here are some clarifications.
Going back to a day job is a matter of bank account
Not because I think the situation is hopeless. Yes I took the decision 2 [...]
about 1 year ago - 13 comments
Well to start with I went full-time indie because I lost my job in June and decided to use this opportunity to develop a new game. Was I really thinking that I could in just 5 months complete a new game and make a living out of it? I would lie if I’d say yes [...]
about 1 year ago - 5 comments
So what challenges offers an MMO with a low population? Here we go.
Feedback, communication, flooding
To make sure the game is on rails I try to be present as much as I can to players. It means frequent forums posting, jumping in-game to have a chat and answering bug reports (which most of them are questions [...]
about 1 year ago - 5 comments
So you will find below a list of websites/people I contacted about Star Corsairs. Mails sent contained links to screenshots, trailer, media kit, press release, etc.
I’m sure my list is far from complete but that’s the list I got so far. I basically went through websites that mentioned Golemizer before, websites that covered other indie [...]
about 1 year ago - 4 comments
Today is the day! I’m quite excited to finally invite everyone to check this new MMO of mine here: www.starcorsairs.com
I’d like to thank everyone who supported me in this project and specially the first players who helped me to improve Star Corsairs to make it to this day.
But this is only the beginning! Of course [...]
about 2 years ago
#1 is a bit plain. Also, blue on blue is a bit low contrast.
#2 is a bit too low contrast between script border and interiour; makes it the hardest to read.
#3 is therefore my favourite, though I wouldn’t have said so if you’d just shown me the fill pattern
Hope that helps!
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about 2 years ago
#1 is a no. blue on blue… that’s too much. What if a color-blind player can’t see blue?
#2. I like the bold outline and the fire-like inside the letter
#3. I like the faded grid in the background inside of the letters. and there is something more, like the splash of white. My vote is #3
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about 2 years ago
I think it depends on what type of game you’re going for. The first is calming, the second is very active, and the third kind of splits the difference. If you think the game is going to be high action, then I’d go with the second or third one.
For preference, I think I like the second one. The fiery pattern looks more interesting than the others. But, not sure if that sells the game the best.
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about 2 years ago
I don’t think a logo will sell your game. A proper title can attract attention but a logo won’t do much. As long as the logo doesn’t resemble a competitor and it isn’t plain ugly (although that’s fine too, players look at screenshots, videos they don’t care much about the logo) you’ll be fine.
Just look at DA 2, it’s plain ugly the whole game and it sells like hot cakes >:)
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about 2 years ago
Probably but I’d still rather have a nice logo than an ugly one
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about 2 years ago
The first has no real contrast, it doesn’t really stand out, and the third is also a little plain. What you want in a logo is something that grabs the attention. The second one does nicely in this regard.
I’ll also disagree with Mike here. An attention grabbing logo will help get eyeballs on your game. By itself, no, it won’t sell your game, but it will contribute to your sales.
There was a post by Steve Pavlina many years ago when he was still a game developer, in which he stated that the various factors of your game process had a multiplicative effect. These factors were thing like quality, marketing, webpages, payment process, and the like. If one of these factors was low then your entire sales funnel suffers.
Your logo is one of those factors, if it sucks it will negatively impact your sales.
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about 2 years ago
Don’t take me wrong, I won’t say it is good to have an ugly logo, but simply a nice one is enough. In this case the difference is minimal, however I think that the second one attracts more attention.
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about 2 years ago
Thanks to everyone here and on Twitter. So far it’s split equally between the 2nd and 3rd (counting vote on Twitter too).
My preference was at first the 3rd one but after playing with it in the game even though I think it’s the one you can read the best it feels a bit boring. Maybe a bit too formal not sure.
The 2nd one as it is here is a bit hard to read so I went back in Photoshop and played with the satin option decreasing it slightly and I think we might have a winner. The letters are not obscured anymore by the pattern but you can still see the effect.
Another reason I think I’ll go with a modified version of the 2nd one is because I’m not totally sure about the grid pattern for the interface. It was my way to come up with a nice interface without going through much trouble (and it leaves more space since I’m limited in the resolution).
For the current game it will be just fine but since I’d like to keep pushing the Star Corsairs concept I don’t know if the grid interface will remain and then it might make less sense to have this in the logo. Of course I could always change the logo later as well but just trying to get the best out of my time working on this right now.
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about 2 years ago
Here’s how it looks (the 2nd one modified slightly) on the website: http://www.starcorsairs.com/
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about 2 years ago
2nd or third not the first
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about 2 years ago
nice logo on the page, looks very good!
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