Post 11–20 di 36
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I agree with the others, Angeldust is great, i have minecraft, but i very very rarly play minecraft because i rather build on angeldust, better performance, the game instantly opens instead of a long load screen, huge render distance available even on android while minecraft on android struggles. It dosen't sound much but it actually is a lot. I build when i have time on when on break and if i had to wait everytime for the game to start, and to connect to a server, my break would already be done before i even placed a single block. To be honest, if the new sun and sky feathure gets released in angeldust for everyone, i'm already happy enough for the next 5 years. As for the color feathure, i was thinking, why not just make a visual style category but for colors? With that the community not only can create new texture but also new colors combination. Even if minecraft is indeed more successfull, i'll still prefer angeldust. Anyway, what did you had for lunch yesterday?
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This topic makes me think of this https://www.youtube.com/watch?v=84_ouGjGYiY&t=1s
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@obi-: In a melodramatic mood I'd quote Blade Runner and say that a lot of shown and hidden stuff would be lost like tears in rain, because it's been obsoleted by Minecraft. @SodaMeow: I feel you! So far everyone seems to be in the same boat as you. And don't blame me for getting ideas while making lunch :-) My brain just bubbles up solutions at random times and I can't stop it. I even like it. @Angelio: It's good to hear some of Angeldust's strong points. I wish more people valued those and played the game. And to answer your question: I was just buttering my bread to then add a slice of cheese. I'm still Dutch. @Loki The Witful: My first thought was: don't let it be an emotionally laden WendySimple meme. And it was an emotionally laden WendySimple meme. Point taken! :-)
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I think some of these needs can be addressed without writing one line of code. If there is a need for increased player numbers. Looking at "Seasonal events and content" and "Tutorials for beginners", those could be done via YouTube. A series of How To Play videos with examples of Wonders and other creative builds, that would make for very engaging videos for people new to the game. Using the benefits of social platforms could drive more gamers to the site and game. A simple event like a weekly photo gallery posted to the website to showcase some impressive builds then posted to social media could be another { no code solution } for increasing players and fans. If monetization is top priority, are there tools available with the current system setup that can allow for subscriptions and different tiers of subscription? I feel like that's where the majority of customers behavior is best adjusted to. I think apple games is like 5 dollars a month, cancel anytime, then reactivate anytime, so with that sales model, its not unit value, instead its quantity of units sold, which Im guessing keep it sustainable. so the sales focus would be increase quantity of subscribers and since the customer demographic sees a lot of students or student aged players, they might be more seasonal subscribers, off for the holidays or the weekend to relax and play. So the subscription tiers could be for example: a basic building game. then a higher tier could be some of those cool interactive examples Loki has built, and a third could include more customization with maybe higher aesthetic features. Theres a lot of options in gameplay features if that can be separated by subscription. That might require some code, but maybe that's a more manageable solution to gradually monetizing the game at higher returns. An old friend of mine was a GM for World of Warcraft, it was a fulltime job, so I know how crucial the need for GM-ing is. You mention a Team of developers to take care of the list of ideas which sounds like a significant investment, but I wonder in the entrepreneurial spirit, would there be a larger benefit to first finding one or two GMs who maybe could carry some of the basic marketing roles while supporting the arrival of new players? Hope this can help
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Sorry but I don't like the idea either. I would loose everything I like about this game and the whole reason why I prefer this game to others. No other game has Wonders, at least not like ours. I wouldn't have built 6 of them here if I didn't like this game the way that it is. I have not built anywhere near as much in any other similar game. I do not even like Minecraft and have never played it. An insane idea indeed. I was actually going to return to building again soon with a fresh idea, but should I do that now?
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I agree with @Rob12 and many others here, I dont care if Angeldust dont have that or this. But it have us The comunity, yeah we dont have any of that fancy stuff but like Angelio said the new progress you are doing is amazing, If I could be reborn a thousand times I still choose Angeldust as my Fav game. -- If Angeldust was moved to Minecraft it will lost all of it that make it, well... "Angeldust". Sorry if im just saying nonsense but this is what i got from my lunch today.
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@TalkingPlants: I'm not sure if 'having to code' is a bottleneck for me. Looking back, I think I've always been very comfortable programming Angeldust while being way less comfortable doing social media. Every week players like fatih+ and WendySimple show me how it should be done, but it's just not a skill I have (yet). But I had a recent breakout hit with my Stewie post on Instagram getting 36 hearts. Thanks for the love everyone! My livestream is closest to what I consider social media and it's seen almost zero growth over eight years, just like the game itself. In the WendySimple video that Loki linked above you can hear me say that I don't want to spend the next eight years doing the same thing with the same results, and I stand by that. Though I'm not sure what I will (or have to) do instead. Monetization is tricky. We've deduced in the past that almost every player here is around only because Angeldust was free. Once something is perceived to be of no value it's close to impossible to charge money for it. This holds at small scales like Angeldust, but also see giants like Google/Alphabet having serious trouble right now battling ad-blocking on YouTube. Many players complain about Angeldust's sub-$3 price tag on Steam. There are not many price points where I can go to before having to settle on free. And then still I'm in a hyper-saturated market where millions of companies and smiling people are fighting for your time and attention to sell ads, products and themselves. I'm way too much of a friendly person for advanced commercial warfare, which is why this is a losing battle. The good news is that—see YouTube again—there is an early societal shift where people rebel against being bombarded 24/7 with advertisements and self-aggrandization. Maybe people start appreciating a bit of personal attention and care again; areas where Angeldust shines in a sea of purely money-driven entertainment products. @Rob12: I totally understand your take, thanks for making your voice heard. And you raise a good point: only you can decide if you should return to building. Last month I started being 'more open' on future directions for the game, showing some of the visual work I'd been doing. Like me, you've all invested a lot of time in Angeldust and I want to make sure you can hop off at the earliest station if the train is headed somewhere you dislike. I also want to prevent directing the train to somewhere nobody wants to go. @fatih+: I'm glad you had lunch! Thanks for reporting in with your point of view.
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Noo! Dont make angeldust be retired! Please ff, what we should do now.. i dont know why... also, firefly, i hope this idea pass from your mind. -Shinjou
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And what if @sl_pro finds out about that? He will miss a lot the separate game? We dint know whats planned for the future. I can create a team and get angeldust back on the rails, with a advertisement i would do! -Shinjou
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I think the 'new game with same world' route was much more reasonable. I doubt you get free promotion for minecraft servers, like you do for new steam games, at least probably not to the same extent, but what do I know. With all these new features you've added since 2016, and all the graphical improvements you've made lately, I believe, that for the new game, the player retention from the initial-steam-release-promotion-player-boom will be much larger. With Angeldust you got like 50k? 100k? new players in a month or so? The game needing to be free thing is kind of true, so perhaps just add some micro-transactions or ads? I personally would love to watch like 5 ads to get one quest/dungeon point, or a 2x coin booster for 1 hour. The new game is to try new things, so why not add some pay-to-win elements, and anyone who doesn't like that, can still play Angeldust instead. From my fully baseless opinion, I'm sure there will be a substantial subset of the new players that come with the release, that will be willing to pay for micro-transactions and watch ads.
Post 11–20 di 36