Welcome Guest - Login / Register Forum - Brainstorm - Discuss the news!
Discuss the news!
Sticky threads
Latest Posts
1.
Discuss the news!
Brainstorm - stra
2.
News - Read Only
News - slosumo
3.
How long does it takes a…
Questions - DomingoX6
4.
payment to otcshare
Questions - alva5763
5.
change ltc withdraw address
Questions - DomingoX6
6.
Email confirmation ¡¡issue!!
Questions - slosumo
76Embertelen76
Traffic Value: $5.44633 Hungary
24/08/2021
22:27
Thanks Hoppa61, 16146 now, but within few days i will earn another 300.
Hoppa61
Traffic Value: $73,032.40453 Netherlands
25/08/2021
15:34
Allright, I did my first review on Forestator.I would encourage others to do this also. It doesn't cost much time.
todaywork
Traffic Value: $22,712.51463 India
25/08/2021
16:40
welcome new updated news
rayden1991
Traffic Value: $684.68747 Bosnia and Herzegowina
25/08/2021
16:53
man you made me stop playing dayZ to read your update
rayden1991
Traffic Value: $684.68747 Bosnia and Herzegowina
25/08/2021
17:21
So ummm , if you didn't tell me this is a prototype i would think this was a low key full game. I like it for what it is. What is the timeframe you plan to spend on the game if it passes initial phase? What is the budget ? When will the part 2 update come , same goes for part 3 and 4? What do you think steering this game in to the colony management directions? ( I see a lot of potential here , could make something like dwarf fortress or rimworld) What is the art style you are trying to commit to , Explanation would be nice maybe some examples? Islander is weird , to minecrafty.... Terra Nil Dortromantik Looks really interesting , I love the German ascent of Dortromantik developers Aufiderzen xd
nguoiqduong
Traffic Value: $1,595.74778 Viet Nam
26/08/2021
01:40
Hi guys!Can you guys tell me who support for deposit missing? I have waiting about 2 days for that. Thanks!
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
26/08/2021
08:54
@nguoiqduong Added!@rayden1991 Glad you enjoyed it - that's why we right now like the idea of working further on this, as even in this early stage the game already feels like a "full game", so if we can work off a small, but solid foundation, we could ensure to polish the crap out of it I'll just directly address some of the questions here, as some will be covered more in the upcoming updates which are coming in the following days - I'll try to roll them out by Monday, first one should be posted later today. 1) We don't have a specific budget for this specific game yet as the time investment depends on what the final scope will be, and as it likely will not include just this game (part of optimizing development & marketing process to more efficiently utilize our time) so it's hard to say specifically. But the general 1-year plan is to keep our team working and release at least 1 game in that time -> but have the steam page published and with final graphics ready ideally 6 months before that to start building up wishlists & following. How long after that we release will depend on how quickly that following builds up - the release itself might even be delayed further than a year, to optimize the launch -> even though the game would be fully finished and no further development invested in it. But meanwhile, we would continue work on developing at least 1 more game. Basically we want to achieve a situation where we always have at least 1 game finished and out there gathering wishlists & utilizing promotional boosts to build their following enough to ensure a successful launch to reduce risks and increase chances of profitability, and in parallel always be developing 1 or 2 more games (to optimize the use of 2 programmers when it doesn't make sense for both to work on the same project simultaneously). This will cost MTV about $60-$70k per year, which is our current timeframe we want to commit to, as again, due to various things, if we can get this properly rolling and keep optimizing this process, developing games like this is currently our best option to add a new profitable array of products we could scale on consistently. The cost might be smaller depending on how much time we have to jump in to deal with some other general MTV upkeep (i.e. I might have to switch my focus for a month or 2 to help catch up on some MTV-related programming tasks, if we can't get enough time from our main programmer) - but in that case, it means we might need more time to deliver the games - which is not necessarily a bad thing, as it would mean we could spend more time gathering a bigger following. 2) Roughly speaking, we'd like to have this game polished and ready for marketing by end of December. Perhaps even before, but that depends a bit on the final scope and how well we'll be able to find an artist to work with, and if there will be any delays with that. As for the art style, we're currently mostly leaning towards something a bit cute/abstract/cartoony, similar to the style of https://store.steampowered.com/app/607050/Wargroove/ That sort of style would make it very visually appealing and approachable to a wide audience. But we'll finalize the art direction if we confirm the prototype, and then speak with some artists and see if there might be something better. But we generally want to steer away from something too realistic, as it would not only increase costs of art, but also prevent us from abstracting certain gameplay mechanics & animations, costing us more development time. 3) We definitely do NOT want to steer it into a colony/management direction. This was a delibarate decision, as it would play against our team strengths, increase risks & development costs. With those sort of games there is much more work on UI, testing, complex mechanics, a lot more need for depth (and thus more UI, art, programming, harder to balance, bugs...). And also its one of the most crowded market, where it's hard to really shine because of that. While if you do make a "gem" in that category, it can be worth it in the end, but also requires a much higher investment & timeframe to do properly. So it might be something to rethink in the future, as we gain more experience, build up our framework and ideally be able to expand to a fulltime in-house artist. I.e. with games like that, you can't make a polished vertical slice early on (one of the issues we had with SimPocalypse), as it requires so much more UI, art and mechanic work before the game feels and looks complete. So as you can see, all of that goes against of what our main goal at this time is -> building up a consistent, low-risk & scalable stream of new profitable products, that we can get out and rolling within a year from now, so it can give us a way to add to MTVs results, help start repaying FTQ etc.
claudinho777
Traffic Value: $11,862.5317 Chile
26/08/2021
17:27
@Slosumo What about to build a NFT games like Axie Infinity? with a new token?
dguy
Traffic Value: $15,993.01608 Canada
30/08/2021
03:28
Question about games.Actually, the idea is for an app. Are you guys still able to build apps? What if I had an idea about a game and was willing to pay you guys for the build? Would you be able to do that? Secondly, in order to get it marketed and administered through the MTV system, I would be interested in a profit-sharing agreement. Since you would be handling the admin, I would only be interested in maybe 20% or so with the rest going to the site. How or if the game build cost gets paid back I'm not sure. We could talk about that. Also, I would be open to crowdfunding with me covering the remaining costs not funded. I don't have a lot of cash, so could you give a ballpark on what something like that might cost if you are interested? This is highly speculative and may never come to fruition but I might want to do it especially if the cryptos take off to another level soon.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
30/08/2021
06:34
@dguy We haven't had a dedicated app developer for years. While we could do it, it would require either learning some new things or even moving languages all together, and with those things it's always hard to estimate things, which we'd likely undershoot to begin with. But even if we did that just for one app, it makes no sense as it brings us little to no future value by "just learning to do 1 app", instead of working on something we can continuously build off.So for us to go do an app for someone, would only make sense if what we'd charge for it was vastly overpaid. It's impossible to give you an ETA without knowing any details, but for a good hired developer you'd typically pay at least $3-5k/m, and if I'd roughly estimate it to be a say 3 month build, I'd want us to charge at least $30k for that, due to very likely delays & additional unplanned work with get it sorted as a first project of its kind - if we wanted to make sure its profitable & worth the opportunity costs as well. @claudinho Not really - while "just " making a game like that would already cost quite a lot especially with artwork, that's likely to be the smallest part of the work. Add in backend, learning NFT/Crypto technology, security of it all, marketing, research, specifications etc. you're probably looking at a minimum realistic cost of 300-500$k and 2 years of development to bring it to a stage that has a good probability of making it an appealing enough product. Sure it's possible to "try something out with much less", but then you're basically hoping for it to be good and appealing enough. Had we had a huge budget & a team big enough that we could devote a certain portion of it to develop/experiment with such projects ? Absolutely.
ffsport
Traffic Value: $1,581.80953 Spain
30/08/2021
18:46
You are the ones who have the data and know what people demand. Personally, and just to add one more opinion since they have asked for feedback, I neither understand nor like this type of game. I'm from another era, and that's something to mention. They will surely be quite intuitive, but if I am looking for something entertaining and playful, the last thing I do is read instructions. As I tell you, I am not even close to the target audience that is sought in these games, but I wanted to express my thoughts. A hug!
dguy
Traffic Value: $15,993.01608 Canada
30/08/2021
21:56
Thanks for the insight, SS. I'll suppose I'll put the idea back up on the dream shelf.
nguoiqduong
Traffic Value: $1,595.74778 Viet Nam
31/08/2021
07:23
@Slosumo I have missing deposit again Please you help me add it
rayden1991
Traffic Value: $684.68747 Bosnia and Herzegowina
01/09/2021
07:43
For the second game Chop mania , i wasn't able to refuel my machine. I did drop of multiple loads of cargo at the warehouse . Do i have to sell it after drooping off or ?And add enemies in to each game. So it can be a game of skill too. People would have to run around and avoid wasps / bears / wolves etc... Good update . Took me few days to read all of it because i was busy. In my opinion sympocalypse did all right for now. It will get better . Especially if you do cross platform advertising and publishing.
jordy186
Traffic Value: $868.5955 Netherlands
01/09/2021
09:38
hmzz i have missed the bulk ad promotion in august
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
01/09/2021
10:21
@Rayden This might not be made the best way atm so we'll be improving at a bit, but with all the buildings you have to press "E" when it shows up to open that respective popup and perform any actions (Sell warehouse, refuel...)* Anyone playing the game, please make sure to take a few minutes and fill out this survey: https://forms.gle/ZZoZKJ1FpRazS5Mk9 Even if you don't like/hate the game, please fill that out and don't sugar coat things - as we are trying to establish general appeal, and if for whatever reason something doesn't click for you it's super helpful for us to know! If we confirm the prototype we definitely have plans to add much more different content even like enemies, and more types of upgrades, collectables, things to reach for etc. It's just not in the current prototype -> love the general ideas of wasps/bears/wolves though as well. Our general idea of the desired story right now would be something like (really quickly/roughly said: a) "After humanity deforestated too much, they put a ban on chopping, but it quickly backfired as nature overwhelmed/evolved and started growing back at quick pace that we couldn't hold the nature back. Now to claim back lands and connect lost cities, humanity is deploying chopping crews deep in the forest. b) OR, similar as a), but it wasn't humans stopping copping, but "Earth having some defense mechanisms" that spurred abnormal growth to preserve trees/vegetation". We generally want to give some positive spin on why the player is chopping trees, and something that gives a lot of opportunity for interesting mechanics and plot twists. And if we make it "something weird/magical" there's a lot of opportunity for that. @Jordy We try to vary BAP promotions, to not make people get too used to them and not buy at regular prices. I'm pretty sure we'll do one in September, just not sure at which point yet though.
76Embertelen76
Traffic Value: $5.44633 Hungary
01/09/2021
11:19
After they are started playing with my achievement points ( anyway after i made a withdraw they are drop me instantly to top 5% again... ), now they are start playing with counting viewed ads ... Really need my 300 AP? And i read other forums, where I'm seen what interesting things happened here in these days ( banned members, etc.... ) Very, very interesting....
76Embertelen76
Traffic Value: $5.44633 Hungary
01/09/2021
18:52
Starting: 29745Clicked about 23-25 ads , result: 29745 no other comments....
Hoppa61
Traffic Value: $73,032.40453 Netherlands
01/09/2021
22:15
I liked chopmania way better then forestator.Much more potential to get some kind of competition going. I filled in the review with some ideas.
76Embertelen76
Traffic Value: $5.44633 Hungary
02/09/2021
01:47
UPjust because a lot of built-in people want to remove the topic .... |