Hi everyone, I have just started my kickstarter campaign for my game Colonisation: Moonbase, a game for android phones and tablets.
The game is made with unity (thus why I am posting here, I am not just a random stranger ) and I need your help to be able to finish it.
First of all - I completely apologise if kickstarters are not allowed here - if this is the case, please donāt hesitate to lock / delete this thread! (I donāt want my game getting of to a bad start because I broke rules to get it out there)
yeh, the issue is I needed to create a game on a budget, the game was mostly made by me (wasnāt expecting any other help at the beginning) and PC development almost always requires a whole team to make anything of any decent quality.
thus leaving me with android or iOS - I know iOS gets more income but I personally prefer android - meaning I had access to an android device, further to that point, with my understanding with iOS (when I first looked into iOS, could be wrong) that you need to cough up more cash, something that I ran very thin on and kept everything down to the bare minimum (licenses already took a lot out of what I had) and that you also need a mac to publish to iOS, something I donāt have access to (none of my friends have a mac).
Anyhow, the game is now almost complete and running well on android devices, further more it is 90% playable on PC, and if kickstarter is successful and the stretch goals are met I will most likely do a PC port!
With a friend recently (last week) having an iPhone I am starting to also consider porting to iPhone at some point.
unfortunately - you are right though android games donāt demand a lot of income as most are freemium = thus why I have tried to also cater for this audience too - just hope its enough
Just wanted to pop in before thread gets locked. Rules say no kickstarter pages.
I love the idea, i love whats done so far. When I get back to my house Iāll back it.
But for the love of god release it on pc. RTS on touchscreens has got to be more difficult to play than on pc, and i would expect it to be more difficult to work within the constraints of a phone. Your concept is awesome, your implementation looks good, but I would hate to see features not put in because of the constraints on a phone.
there have only been a few limitations, first is draw calls, but working super hard around these! secondly is the terrain polycount is a little lower than would like, but it still looks great thanks to the texture!
Note*
Also Post process is expensive, but bloom is working ok on top end devices!
P.S.
If I remove the kickstarter link would this post be fine, as actually the feedback is good (better than I hoped)
P.P.S.
In terms of mobile devices, it has been harder to create the UI due to limited screen size, but as an RTS fan (not actually having enemies in the game, so less time time sensitive) the actual feel of the game isnāt much different from a PC, in some ways its a little harder due to finger jitter, but in others, its super quick and easy to place where you like as you donāt have to drag the mouse around to the point you want.
I agree it looks good for an android game. I think that extra draw calls could be put to some good use on pc though. Thatās just me thought. I think a game with great graphics would attract more attention, thus funding. But what you have is great for an android game. And if thats what your sticking to good luck.
I have an android handset, i like strategy games and space/sci-fi genre. But how big exactly is that market. Well I guess youāll find out. Iāll share your kickstarter page around to help a lil. But android is a smaller market, and sci-fi is a small market. I just donāt know that there will be much money to make in this. Most of the sci-fi geeks are on pc. Then again they would probably pirate your game anyways, so who knows. Best of luck at any rate I would enjoy this, I know a few that would as well. They donāt have android handsets though.
So I have just uploaded a new video of the game, unfortunately the recording is slightly laggy, however it puts the point across, a render of the assets at 1080p the highest any android device goes (to my knowledge)
Donāt forget to fullscreen it and set it to 1080!
Im just curious as Iāve seen some threads posting kickstarter links (just not in the first post) and werenāt blocked. Are we not allowed to post kickstarter link at all or only not to create threads that donāt show any progress and only have a purpose to advertise kickstarter?
The rules say not to just make a thread for your kickstarter. But if you make a WIP thread things progress and you make a kickstarter, it would seem you are then allowed to post the link. Thatās my interpretation at least.
on the topic I like the game, especially music is cool. But I feel like it could benefit from more aesthetics, so rather than have all buildings randomly clumped up together have some form of roads/connectors/cables between, maybe introduce some symmetry/build grid. So your moon city would look āneatā and somewhat resemble a real city. If possible maybe add some props that would make the environment look more alive (asteroids/random satellites flying by, pretty space sky with stars, etc) Maybe others will disagree with me, this is just my opinion
Thanks for the feedback, I was thinking about a power connection system, however I donāt know of a cheap way to implement something like that (possibly make a projector with a texture that is created at runtime and update? something I havenāt done before is projectors or creating textures on the fly)
I would like to have rocks etc, however its a phone game, and I fear adding lots of rocks (even if they are incredibly low poly) would impact performance, currently theres a lot of tris being rendered when you reach 200 buildings on a single map.
As to satalites, these will be there, when the player builds them they will be able to see them passing by.
And yeh, a true city would be properly planned and neatly straight etc, however I want to stay right away from grid placement, I feel its old school and want to try and take the game into a new area, saying that the only reason things are so straight is due to transport and navigation, theres less need for straight lines of buildings if there are no roads and everyone flys everywhere.
For the sky, I was thinking of adding a bit more stuff like nebs and galaxies but I want to try and keep it true to earthās night sky (or the moons perspective)
The feel of the game not being alive is something I felt after I started playing it and so will be implementing a ship traffic system, just like the cars etc you see in sim cirty and cities XL etc
So really busy last month and a bit, I have had to port the game to PC, which being unity was really nice to do, had to get the user input changed for keyboard and mouse.