Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1412073 Posts in 69447 Topics- by 58484 Members - Latest Member: bigdog243

June 25, 2024, 07:34:14 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsCogmind (sci-fi robot-themed roguelike) - BETA RELEASED
Pages: 1 ... 25 26 [27] 28 29 ... 71
Print
Author Topic: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED  (Read 241949 times)
Kyzrati
Level 10
*****



View Profile WWW
« Reply #520 on: May 21, 2015, 10:20:57 PM »

First of all, thanks for your support JobLeonard! And I know as a professional you will be inclined to take things apart (and therefore provide excellent actionable feedback Gentleman).

Ok, I have a bug. It's oversized, with weird scaling artifacts. I have a suspicion what might be the reason: I have set everything to 150% size (Windows 8.1). I think your application scales along. I'll try changing those settings to 100% and see if that fixes it.

EDIT: Yep, that was the problem. I think that's something that can be fixed on your end, although I'm not sure how it works.

Also, I'll try Wine later today - I use Ubuntu as my default OS.
A number of players are using Wine--Cogmind works great under it, as well as under similar solutions on Macs (we have Mac players, too). Happy for that...

That Windows auto-scaling issue is something I've seen now with another player. I'm not sure yet if I can do something from my end (there are some more pressing bugs first), but probably as long as MS provides a way to override it. There's another dpi issue on Win8 that I know I can overcome within the game itself. I'll be looking into these.

dammit, this game deserves perfection.
Onwards! :D

Also, I'm not sure if this is a bug, or a "not yet implemented" kind of thing. Either way, currently the way pop-up windows open and close is inconsistent, and not as efficient as it can be.

Right now, opening a /DATA/ window disables interacting with most or all other screen elements, depending on whether it is a right-click on an item/robot on the map, or on a part in the inventory. This is clunky.

Say that I right click on a part or robot on the map, then click on an item in the list of the /DATA/ window. I first have to click on the mini-pop up to close it, then click on the X or right-click on the /DATA/ window to close that. What's doubly confusing is that highlighting of other elements on the screen still works, communicating that they can be interacted with - even though they can't until I close the window.

/DATA/ windows for carried/equipped parts are a bit better - I  can directly switch /DATA/ windows by (right)clicking on them. I cannot, however, directly switch to analysing an item on the map.

Either way, left-clicking on the map is disabled until the /DATA/-window is dismissed.

If I click anywhere outside of a /DATA/ window, I communicate a certain intent to the interface, and I expect something to happen. For example, clicking outside pop-ups could communicate that I want to dismiss them. Or perhaps I want the data window to remain open until I right click anywhere, but left-clicking lets me move while keeping the window open (so I can follow detailed stats of an enemy during combat, for example).

If I right-click on a part to open it's data window, then right-click on a different part of the map (or on a part in my inventory), I want to directly switch between them.

/end nitpicky rant. Now back to playing.
All of what you say here will become more intuitive. Not with the first bug fix release, but most likely in the first update release.

Many people have been bringing this up, and my only excuse for doing it that way was because that's how the modal nature of the UI code works. Making these aspects more friendly will take some serious hacking and testing to make sure it's not all screwy, but it's obviously something that must be done!

Thanks!

Also, because of the scaling bug, the first time I loaded the game the intro was borked, and now I don't get to see it when restarting. Any way to force it?
It will (should) replay every time you close the game to restart a new game (not a saved game--that drops you right where you left off). I didn't make it replay on every respawn because many players, especially when first starting out, will die a lot Tongue

You can turn the intro off in the options, but as long as it's on it should behave as described above.

Drag-and-drop nitpick: dragging a part from the inventory to a slot that already has a part equipped should swap the parts.

I know, I'm being annoying. But it's the little things like that are the difference between a good and great interface.
Nope, not annoying, just confirming that yes these are things which must be done Wink. This, too, has been brought up and is something I intentionally didn't do, but now realize I probably should. I was originally afraid that players with low mouse accuracy might accidentally drop a part on an adjacent swappable part instead of an empty slot. Now, though, I think that the inability to easily swap parts by default is a much bigger drawback. That change will be coming in a future update.
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #521 on: June 03, 2015, 06:58:59 AM »

Cogmind has a rapidly growing wiki! It's becoming a good place to go for reference material, but it will spoil you silly so avoid it if you want to discover the world on your own!
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #522 on: June 10, 2015, 05:47:05 PM »

And we have our first update!

This is a minor release aimed at fixing all known bugs, and adding any feature requests that were either extremely high priority or could be implemented with minimal fuss.

(Note: Supporter names are not yet in game--that happens in major versions, so expect to see them Alpha 2. If you haven't already, remember to use the form linked in your original download email to provide the name you want to use in game.)

To get the new version, use the download link provided in your original purchase email, and copy over your old settings files as indicated in the migration guide.

The full Alpha 1b (0.10.150610) changelog:
* NEW: Exit labels now explicitly indicate which lead to currently unavailabe branches, even when unidentified
* NEW: Currently inaccessible exits are now shown in red, and also differentiated in scan window
* NEW: Discovered exits now report the map name in the log as well, if known
* NEW: Interactive machines have color effects to indicate locked/processing/tracing status
* NEW: Machine trace resets are reported to log
* NEW: Active Structral Scanners detect machines destabilized by collateral damage and color them differently
* NEW: Allied Operators within 20 spaces of you identify hidden doors in your field of vision
* NEW: Ally transfer range highlighted on map when followed by allies and at or adjacent to an exit
* NEW: Entering fire mode via mouse quickly highlights the previously attacked target as a reminder
* NEW: Robot motion trails which can be toggled and tweaked in the options (off by default)
* NEW: While motion trails are active, hostiles spotting Cogmind indicated by flashing exclamation points rather than background colors
* NEW: Path to cursor set to persistent highlighting when not in keyboard mode (can toggle in options)
* NEW: If not in keyboard mode, cursor-based movement direction is highlighted while hostiles in sight
* NEW: Added 2 new fonts at size 20 (equivalent to doubling the size 10 cased and all caps styles)
* NEW: Added 8 new fonts to enable larger images on resolutions above 1440p
* NEW: Manually set world seeds are reported in the log on starting a new game
* NEW: Escape key now accesses help/game menu when no other windows are active
* NEW: Adjacent space highlighted red for mouse users if moving in that direction will ram a robot (i.e. not flying and no melee weapon)
* NEW: Score sheet now records whether using keyboard mode
* NEW: Winning the game awards an additional 2000 bonus points to score
* NEW: Schematic info windows now indicate number of robots/items simultaneously produced, and required Fabricator level
* NEW: Successful indirect "database" hacks (queries/schematics/analysis/prototypes) may cause map-wide lockout of database access (hack evasion)
* NEW: Permanently locked machines are not added to intel data
* NEW: Option to use ASCII item type-based coloring style for sprites (cogmind.cfg only: see ratingBasedItemSpriteColors)
* NEW: Option to disable mouse wheel scrolling to wait (cogmind.cfg only: see noMouseWheelWait)
* NEW: Added several more tutorial messages
* MOD: Swapping is default behavior for drag-and-drop from inventory to parts list (no shift keypress required)
* MOD: "Auto-label on Examine" config setting defaults to true
* MOD: Robot hacking PARSE command results now display "N/A" for modules if none found
* MOD: Increased size of help/options button in bottom right corner of main UI
* MOD: Darkened path higlighting color (hold Ctrl-Alt to temporarily brighten it)
* MOD: Path visualization no longer shows while in a targeting mode
* MOD: Path-to-cursor highlighting not displayed when hostiles in sight and movements are in single-space increments
* MOD: Updated some utility effect descriptions to indicate whether they work in parallel, and can be paused/resumed
* MOD: Reduced rate of map data loss due to system corruption
* MOD: Reduced Repair Station part repair times by 25 turns
* MOD: Fabricators simultaneously produce more than one part at a time for certain schematics
* MOD: Data Core expiry raised from 20 to 30 turns
* MOD: Indirect robot analysis hacks limited by rating; must be <= current floor level, +1 per Terminal tier above the basic type
* MOD: Indirect item/robot schematic hacks limited by normal distribution rules
* MOD: Increased Fabricator level requirements for some robots
* MOD: Stepping on branch access points with Auto-Ascend active will enter them automatically (like stairs)
* MOD: Core-based hover movement benefits from Maneuvering Thrusters in the same way external hover propulsion does
* MOD: Being dug out of a Mine cave-in is now guaranteed
* MOD: Changed Recycling Unit manual hack commands from Report(Matter)/Retrieve(Matter) to Matter(Report)/Matter(Retrieve)
* FIX: Crash on opening context help while item window closing [Draxis]
* FIX: Crash on dying to a grenade fired from around a corner under certain circumstances [db48x]
* FIX: Crash on pressing a non-ESC key in robot hacking PARSE window [dragagon, PoorFredNoonan, Deliz Seemack]
* FIX: Crash on manual Build/Repair/Scanalyze hack command with no target set [biomatter]
* FIX: Crash on RMB on item selection menu at Scanalyzers (RMB for info works now) [Darkening Kaos, strings, Vherid]
* FIX: Delete Save & Quit wasn't deleting save data [Danny Perski, zill]
* FIX: Map cursor position restored when exiting item/robot info into examine mode after using context help in keyboard mode [Deliz Seemack]
* FIX: World seeding did not result in the same world [nsg21, Binary Gambit]
* FIX: World seed description in the options menu shortened to fit available space [Sylverone]
* FIX: Machines could be placed over stairs in rooms [boomblip]
* FIX: Operators could summon reinforcements from damaged Terminals [biomatter]
* FIX: FOV wasn't recalculated on ramming a target [Karlito, AGlassOfMilk]
* FIX: Map view wasn't recentered on player after ramming/impact displacement [ironpotato]
* FIX: Ramming a robot off the stairs with Auto-Ascend enabled on will ascend the stairs immediately [Draxis]
* FIX: Hit chance shown on for scan and map popups is capped to match actual value [infectedm, biomatter]
* FIX: Cogmind was not DPI aware, and Win8 scaled the UI greater than the desktop on high-DPI monitors unless manually disabled [db48x, daviwil]
* FIX: "Slowest Speed" in score sheet always reported 0 [nsg21]
* FIX: Initial startup from default config in sub-720p resolution wasn't forcing ASCII mode [Tuxedo-Knight]
* FIX: Alt-tabbing out of game in fullscreen keyboard mode was locking the cursor to the top-left of the screen [Maurog]
* FIX: Windows IME hotkey was interfering with swapping a part in inventory slot 0 while in keyboard mode [fonetikli]
* FIX: Screenshake was leaving artifacts around the window edges in letterboxed fullscreen mode [Maurog, bjartr]
* FIX: Remote Datajack schematic info didn't fit in the schematic examination window [Arseface]
* FIX: Schematic info for prototype parts could show as faulty
* FIX: Reconnecting to the same machine with a system analysis utility for a second session would not reward any familiarity bonus [E.I.G.]
* FIX: Month value in score sheet filename was off by 1
* FIX: Score sheet for a win now shows location as "Surface" rather than "-1/Access"
* FIX: Item name typo: "Mni. Assault Cannnon" [infectedm]
* FIX: While inventory auto-sorting active, window was scrolling to end when opening item info rather than beginning [Deliz Seemack]
* FIX: Part list order was not always maintained between map transitions and when continuing a previous game [biomatter]
* FIX: Temporarily inactive allied Operators could still provide hacking bonuses
* FIX: Escorted tunnelers sent to clear Mine cave-ins had overwritten their assigned AI and never excavated
Logged

ernanir
Level 2
**


Hello World


View Profile WWW
« Reply #523 on: June 10, 2015, 06:04:47 PM »

I wish one day I can have your Iron will to dev a game.
Congrats.
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #524 on: June 10, 2015, 10:49:37 PM »

Quote
Swapping is default behavior for drag-and-drop from inventory to parts list (no shift keypress required)
AWW YISS

Also, why didn't I get co-credit for reporting the Win8 scaling bug? Tongue

Most importantly: watch out there, if this is "just" a minor release you're setting the bar pretty darn high for yourself!
Logged
Kyzrati
Level 10
*****



View Profile WWW
« Reply #525 on: June 10, 2015, 11:31:12 PM »

I wish one day I can have your Iron will to dev a game.
Congrats.
Thank you--you just have to sit down and say "I'm going to do this!" And then never stop Tongue. Financially it's less rewarding than a regular job, but the rewards come in other forms when players are enjoying themselves.

Quote
Swapping is default behavior for drag-and-drop from inventory to parts list (no shift keypress required)
AWW YISS
While implementing that I realized why I'd done it the original way--without a key modifier the game has to guess what you're trying to do when you drag an item, which means now you can no longer drag-swap from the parts list to inventory (only the other way around), since dragging to the inventory should detach the part and put it there, but the inventory space may be full and you might unintentionally swap. But I do think swap as the default behavior is still worth the loss of that feature (this limitation also brings it in line with kb input, anyway, which is uni-directional).

Also, why didn't I get co-credit for reporting the Win8 scaling bug? Tongue
Well, with that one (and a couple other common ones) I had to go with the 2-3 people who reported them first, because otherwise there would be way too many names!

Most importantly: watch out there, if this is "just" a minor release you're setting the bar pretty darn high for yourself!
Hehe, don't be fooled by the "long" wait since launch--this release took only 5 days to put together, but it was delayed significantly by post-launch madness!
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #526 on: June 15, 2015, 05:25:18 PM »

The Making of Cogmind's Alpha Trailer
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

A game's trailer is extremely important, so rather than release some mediocre video recordings during pre-alpha development I decided to let gifs show off the animation while keeping the audio side of things to myself, waiting for the game to reach a more complete state when I could then invest a lot of time into producing a proper video.

My previous experience with ASCII videos taught me that they're difficult to do well,  so I knew it would take a while to find a satisfactory process for Cogmind.

In the end Cogmind's 90-second trailer required nearly three weeks of full-time effort from inception to final production. At first I considered hiring someone else to do it (a professional), but I like creating things myself, and finding, hiring, and bringing another person up to speed on the project would take a while, not to mention one of the most time-consuming parts--collecting clips for a trailer--is something I'd still have to do myself, anyway.

In all I spent several days researching and testing various recording, editing, and encoding methods, a day or so scripting animations, several days per iteration recording various game content, a couple days about half-way through thinking of solutions for various issues, a couple days collecting and analyzing feedback, and another couple days producing and encoding the final version.

The easiest way to talk about all the aspects of trailer production is to simply follow the process from beginning to end.


Research
I'd read a bit about trailer production before and saved the best bits, so I started by refreshing myself with some useful reference articles, the two best sources of information for me being Kert Gartner's blog and an article by Indiegames.com.

The most important general tips can be summarized with a few bullet points:
  • Keep it short, 60-90 seconds.
  • You don't have to showcase every mechanic, just give an idea of how it plays.
  • Zoom in on details the viewer should be paying attention to, if confined to a smaller area than the entire screen/UI.
  • Follow dramatic structure for the best effect (setup &gt; build &gt; climax &gt; conclusion).
  • Leave the viewer wanting more.

On the technical side I found surprisingly little reliable information about techniques for creating high-quality pixel art trailers, so I would have to figure that out on my own. That's also part of the reason I'm sharing my findings here Smiley


Content
The obvious first step is to figure out what to show in the trailer.

A couple times over previous months I'd made a list of features and trailer format sketches, but when it came time to write the final version, rather than taking the "list of features" approach common among game trailers I decided on a slightly more story-like method that also reflects how you play the game. It begins with your boot-up sequence, then quickly progresses through each element of the experience: explore, learn, evolve, rebuild, evade, destroy. Obviously "destroy" is our high-action climax.

Each segment was added to a spreadsheet-based outline to have an idea of whether the content would fit within a reasonable time frame, and provide an organized reference during recording:


Part of the first draft trailer content outline (unedited!). The format aims to condense Cogmind into a series of segments that can be represented by one or more clips from the game. Most segments of the trailer were changed in some way or another between the first and final versions.

The outline was fairly accurate, and showed that the trailer would be on the long side at nearly two minutes. But no sense fretting about that right away; it would be easier to edit it down after seeing it in action to analyze which portions work and which don't.

As expected, the first pass felt too slow, so much of the same content was recut into a quick trailer only half as long (60s), with a faster intro in a more instantly gripping cinematic trailer style. But that second approach felt too fast for a game like Cogmind, not to mention it didn't clearly say as much about the game itself. You can see a rough concept for the alternate intro here.

While a cinematic trailer would be more fun to watch, it might also misrepresent the game or attract the wrong audience, players that could be disappointed with the game for not being what they expected. Certainly a key part of marketing is getting everyone and anyone to watch your trailer, even if doing so takes a trailer that doesn't specifically say much about your game and how it plays. I've seen trailers that are fun, but say almost nothing about the game in question. What a waste of my time. I'd rather steer away from deceptive tactics in favor of using the opportunity to show off as much of what the game is really like as possible.

The trailer should be something I can point to and say "this is Cogmind in a nutshell."

Another reason for dropping the second intro concept is that its aesthetics look very out of place compared to the rest of the trailer, which is composed entirely of the blocky terminal UI, glyphs, and pixel art. I think the intro we did use, cut directly from the intro of the current alpha version itself, does a good job setting the atmosphere and tone using the same aesthetic style you see in the game.

For the rest of the trailer content, clearly something in between the long and short versions was necessary. So I revisited the first version and shortened each segment by cutting out any static shots and less meaningful content, even managing to throw in some extra clips and still come out a full 30 seconds shorter than the original length.

At 90 seconds Cogmind's trailer comes in at the longer end of the "acceptable length" spectrum, mostly due to the slow intro. Perhaps not the best way to hook average players, but I think it will work for anyone who might be interested in the genre/style that Cogmind represents... Terminal console! Retro sci-fi! Roguelike!?

I felt the necessity to show a few more scenes than usual because Cogmind's otherwise minimalist presentation might give the impression that it's a simple game. I think the final pacing works okay, though, and there's a pretty natural progression from one element to the next. The trailer clearly follows dramatic structure from the thematic intro through a gradual build to the climax, and is well-supported by music the entire way.


Recording
Recording video clips is (for me) by far the most time-consuming part of trailer production. After deciding the desired recording conditions, there's looking for and/or setting up those conditions for recording, then redoing a scene again and again until it turns out just right. I keep save game files for each situation in case I needed to revisit them to re-record (I did end up revisiting them all for the final version, as the first time was a quicker rough pass).


The alpha trailer's video content. About three times as many clips were recorded in all, but these are all that went into the final version.


Software
It took a while to figure out what software was best suited for the task.

My options were more limited than most games because Cogmind doesn't explicitly use the video card, eliminating the possibility of recording software supplied by various GPU manufacturers that reads the card directly, or third-party applications such as FRAPS which function in the same manner.

I'd heard good things about OBS, and rather liked how easy it was to record with, so that was my first choice. However, multiple attempts later I couldn't get it to record Cogmind without any loss of color accuracy, even with supposedly lossless settings. Naturally the final trailer will end up being compressed before it reaches the viewer, but if the clips I record for production purposes already start out looking bad, the final product will suffer for it.


The game itself on the left, and an OBS playback of the same scene on the right.

OBS obviously works for some people, but not me. I'm sure it didn't help that OBS couldn't rely on my video card and had to record the desktop directly.

So for recording I fell back on my old standby, Camtasia Recorder, which I had used years before and was surprised that it had improved significantly since then (finally...). The good thing is it's made to record the desktop, and does a great job of it with perfect color and pixel accuracy, all with small output file sizes. I did encounter a couple issues:
  • System audio must be set to output 44.1k, otherwise audio recordings will be distorted. Mine was 48k and it took a while to figure that out.
  • Windows 7 caps desktop recording at 30 fps while Aero is active. Camtasia can be set to temporarily deactivate Aero every time you record a new clip, but it's a somewhat slow process that would make quickly re-recording clips tedious. I could have also just turned Aero off manually for the duration of recording work, but I figured 30 fps is good enough for Cogmind and YouTube doesn't usually use 60 fps anyway.

Other than that it's a pretty nice recorder, and you can specify the exact area to record for cases where it's smaller than the entire window/screen.


Dimensions
The biggest problem facing ASCII/pixel art recordings is the huge hit on final quality caused by YouTube compression. Compression works okay on "normal" videos in the way it smears/blends pixels, but the effect is hell on detailed 1px-width ASCII surrounded by blackness.


A capture from an old X@COM video I recorded looks like this even in 720p HD. High definition!?

The first method of dealing with this is to give YouTube the highest resolution possible so it has more data to refer to in the compression, and also offers viewers with the bandwidth a way to view an outright better quality video. Thus the goal with Cogmind was to upload the trailer in super HD 1440p.

As I only have a 1920x1200 monitor I considered buying a 1440p specifically for recording the trailer, but I was worried my poor laptop wouldn't be able to handle both running the game at that size and recording it. Not to mention files would be much larger and slower to edit. The alternative was to record the game at 720p to save on processing power (and therefore production time), then upscale the final trailer. Cogmind's default/native resolution is 720p, so it made sense to record at that size and upscale (more on that in the editing section).

A second even more effective method for recording pixel art is to zoom wherever possible. Zooming increases pixel size so the art is less susceptible to the effects of compression, at the same time helping focus on the action which is probably only occurring on a subset of the full screen anyway. This is especially useful with Cogmind since the full interface can be pretty overwhelming, though you don't need to be paying attention to the entire thing at once.

Rather than zooming to an arbitrary size, nearly every zoomed shot in the trailer is recorded at either 636x360 or 424x240. These dimensions are precisely divisible into 1272x720, the size of Cogmind's full 720p window, a factor that will come in handy later on. (Note "720p" actually has a width of 1280, but Cogmind only scales in multiples of its grid dimensions, so a full 720p window leaves 4px black bars on either side--it's not noticeable, but they're in the trailer, too.)


Editing
Early on I decided I could speed up production and keep the visuals consistent by using the game engine itself to create as much of the animation and text as possible, rather than relying heavily on post-processing software for transitions and special effects. It did take a little while to both write these scripts and add a place in the game where I could test and record them, but overall it was less of an investment than it would be to learn new software and techniques--obviously I'm already quite familiar with my own engine, so I may as well leverage what I'm good at.


One of three styles of text animation seen in the trailer.

Minimal editing requirements also meant I could stick to simple software with which I was already familiar: Camtasia Studio. It does have a couple annoying limitations, namely lack of support for relative directory structures within projects, and only one project may be open at once. Aside from these it's plenty easy to stitch media together, layer and adjust video and audio, and dynamically zoom or pan to different areas.

That said, except where dynamic zooming/panning in a single scene was required (only one instance), I actually avoided using Camtasia to zoom because there's no way to control the quality. Not that the quality is horrible, but with pixel art the idea is to retain as much clarity as possible at every stage of the recording and editing process.

Every time you convert or resize a video the quality could degrade, so I needed a method to create a very high-quality upscale without side effects like those that ruin ASCII videos due to compression. For this I used nearest neighbor scaling. I found only two programs capable of this, Movavi and Adobe After Effects. Testing showed that the latter produced smoother animations, but the required file sizes were huge and Camtasia chokes on large files. Theoretically I could have produced a higher quality trailer with a faster computer, but not on my dev laptop with this many clips:


The timeline for Cogmind's alpha trailer as it neared completion.

So I went with the cheap lightweight solution, Movavi, which can be set to rescale a video in "draft" mode (in video speak this is the equivalent of nearest neighbor scaling).


My Movavi nearest neighbor upscale settings. Note that audio set to "Auto" outputs AAC, which is not compatible with Camtasia Studio, so I had to change that to PCM.

As mentioned earlier, zoomed scenes were recorded at 360p and 240p, so upscaling them to match the full-size 720p trailer gives pixel-perfect results without any distortion! Never in my life have I been happier that 1272 (Cogmind's native width) is evenly divisible by 636 and 424. It was convenient to produce both the close-ups used throughout the middle of the trailer, and the really tight shots seen at the end.


Look at that beautifully crisp pixel scaling compared to the fuzzy mess of a regular zoom.


Music
As soon as the first pass rough edit was complete I shared it with our trailer composer Alex Yoder to give him some material to work from and get an idea of what direction he planned for the music (before that I'd already provided him with a copy of the game and documents outlining the world and story).

The music is an absolutely essential part of the trailer that really glues it all together, and helps set the mood as much as the visuals. With his initial concept in place, it was just a matter of waiting until the trailer reached its final iteration before he could time the music to match a few crucial points.


Feedback
Early feedback played an important role in shaping the trailer during the editing process. Here I'd like to thank Ben Porter, 0x0961h, Highsight, Matt Chelen, and of course Alex Yoder (composer) and Kacper Woźniak (artist), for watching the trailer in a few iterations and providing constructive feedback that led to real improvements in the final product. Getting feedback from more than one source was great for the different insights and perspectives, while any areas of overlapping criticism were in definite need of change.

Probably the hardest part of getting feedback on a trailer I didn't want to make available to the general public is that I didn't have easy access to the most valuable opinions: those from outside the circle of people already quite familiar with Cogmind (which is pretty much everyone who knows me...). I'm sure the trailer could be improved further by gathering reactions from a broader audience, but my marketing department is not quite equipped for that Smiley.

One interesting side effect of the trailer feedback that came from respondents' girlfriends and wives (including my own) was a change to the title logo shown at the end. Apparently all this time the font reads more like "COGMINO" to the uninitiated, something I'd only heard once before and didn't really take into consideration until suddenly more and more people brought it up. So half-way through trailer production I redesigned the logo to make the "D" more D-like and even modified the "C" for some symmetry.


A smaller version of the Cogmind title logo, animated.

This required changing the logo throughout the game, blog, websites, and forums... Still, better before launch than after!

(continued in next post)
« Last Edit: June 19, 2015, 11:28:13 PM by Kyzrati » Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #527 on: June 15, 2015, 05:25:40 PM »

(continued from previous post)

Encoding
The first step to finalizing the trailer was to output a lossless AVI from Camtasia (that gave a 7.5 GB file for 90 seconds of video...). But before upscaling to our 1440p target resolution, here I ended up using After Effects for something after all.

Because the colors recorded from the game (especially the intro) were somewhat dark, and that characteristic would be further exaggerated by compression, the entire trailer needed a bit of brightening, something that Camtasia can't do--it's pretty bare bones in terms of video enhancement features. After Effects is of course the perfect choice, and fortunately its one-month trial is plenty of time to handle something like this, so I didn't actually have to own it. I had AE add a global +30 to brightness, then render the same lossless AVI.

The final step was to use Movavi to both upscale the trailer to 1440p (draft/nearest neighbor!) and convert it to a high-quality MP4, which came out to 155 MB. The MP4 file size produced by Movavi was both smaller than its high-quality AVI output and appeared to give the same results when both were uploaded to YouTube, so I stuck with MP4 since it's a more widely compatible format. (As I discovered when I tried sharing them with others, AVI containers require the right codecs to play so it's not a great format to rely on.)

I also created a 48 MB 720p MP4 to provide as a smaller option for direct download. (Some people like to download trailers, so I made both HD versions available on the website.)


Finished
And the final trailer (mp4 downloads available here if interested):






Post Mortem
In all it took 135 hours (!) to complete the trailer; that and an approximate $2k USD investment for audio and production time. The costs were steep (even more so considering that was time during which I wasn't working on the game itself), but I think it was well worth it. Producing a mediocre trailer to cap two years of development would be very disappointing to say the least!

Even after the trailer was complete (production stretched from April 7~27), I still watched it multiple times nearly every day up until launch. It felt so good to see the experience of the game summed up in 90 seconds like that.

On launch day I was happy to finally show everyone the full extent of what I'd been working on as a whole, rather than piecemeal in the form of snapshot blog posts. Public reception was great, and I very much enjoyed reading the feedback. One comment was particularly memorable: "Watched the

and immediately said 'Oh....oh no.' My wife asked what was wrong. I showed her the trailer and halfway through she said 'Well you need THAT, it looks like.' She's right. I do. Buying post-workday." --Double_Atari



Below are viewer stats showing the May 19th launch through the end of the month:



Cogmind alpha trailer view stats (May 2015).

The first spike is launch day, and the second is from a later announcement on RPS. Viewing hours totaled 206 in May alone, so that at least tops what I put into producing the trailer =p.


Relative audience retention was for the most part above average for YouTube videos of similar length:



Cogmind alpha trailer relative audience retention (May 2015).

And by the absolute audience retention graph you can see that even at the one-minute mark we've kept approximately two-thirds of viewers watching which is quite good:


Cogmind alpha trailer absolute audience retention (May 2015).

As for the future, I don't look forward to making another trailer simply because it's 1) a ton of work, 2) keeps me from working on the game, and 3) the alpha trailer already reflects much of the final experience while also showing as much of the game as I'd ever want to in a video, in order to avoid spoiler content.

It would seem like a better alternative to a future trailer would be shorter and even flashier, and show less gameplay, though as stated I don't really like that approach, as "sensible" as it is from a marketing standpoint.
« Last Edit: June 19, 2015, 11:28:38 PM by Kyzrati » Logged

standardcombo
Level 8
***


><)))°>


View Profile
« Reply #528 on: June 19, 2015, 10:44:28 PM »

Congrats on the alpha release. The trailer looks great. Where do those retention graphs come from?
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #529 on: June 19, 2015, 11:27:28 PM »

Thanks! The graphs are from YouTube analytics, available for any videos you upload. Lots more stats from various sources coming up in the post-mortem on 6/30!
Logged

happymonster
Level 10
*****



View Profile WWW
« Reply #530 on: June 28, 2015, 01:19:24 AM »

Hope the game is doing well Smiley
Logged
Kyzrati
Level 10
*****



View Profile WWW
« Reply #531 on: June 28, 2015, 04:31:50 AM »

Thank you happymonster, it is, with graphs to prove it in this week's launch post-mortem Wink. Unfortunately I have to slow down my regular dev blogging a bit at this stage, but there will be more posts in the future. I took the last week off from development to take care of personal stuff--I'd been neglecting a number of things for a while due to Cogmind's rapid dev pace in 2015, so I had to get all that out of the way. This Monday it's finally time to go full speed ahead on Alpha 2 Grin

Oh, and this weekend I got an email from GOG saying they want Cogmind, so should probably reply to that Roll Eyes
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #532 on: June 28, 2015, 09:04:46 AM »

 Hand Clap Grin
Logged
Mark Mayers
Level 10
*****



View Profile WWW
« Reply #533 on: June 28, 2015, 06:24:06 PM »

That trailer post-mortem is excellent (definitely bookmarking for future reference).

I'm amazed at how well polished this is, keep up the good work Smiley
Logged

Desolus Twitter: @DesolusDev Website: http://www.desolus.com DevLog: On TIG!
Kyzrati
Level 10
*****



View Profile WWW
« Reply #534 on: June 28, 2015, 06:43:41 PM »

Thank you, just giving back to the community! I've read plenty of good online references from other devs, so I like to contribute my own when I can. Of course another benefit for myself is having a nice reference to my own process, for if and when I need to do it again Wink
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #535 on: June 29, 2015, 06:24:07 PM »

Releasing a Commercial ASCII Roguelike, a Post-Mortem
[Cross-posted from the devblog here--follow link for better formatting and light-on-dark style.]

(Graphs and sales data follow the wall of text to give them context.)

Releasing Cogmind felt great--two years of hard work finally reaching a state where I could share it in its entirety.

Honestly I would have preferred to release much earlier, but the really early 0.10 roguelike release approach is too risky with a commercial game, especially so with a game like Cogmind where it might otherwise be difficult to instantly convey to anyone only semi-interested in this type of game that it's a truly unique addition to the roguelike genre and games in general. Surely the long-time fans who played the original prototype understand the significance of what Cogmind aims to achieve, but part of the goal is to attract a broader audience while staying true to the game's traditional roguelike roots. I wanted it to explode onto the scene with a strong trailer and good gameplay from the get go.

More importantly, releasing too early would have also significantly slowed progress, because as a responsible indie developer I'm obligated to interact with the community. I can't say I don't enjoy it, but there's no denying that simultaneously managing a community takes a toll on the pace of development.

Instead of releasing early I focused on making the development process as open as possible and frequently shared information through various channels. (My "indie marketing methods" are a topic for a separate future post.)

I've released games before, but this was my first commercial endeavor, and let me tell you it's a completely different experience!

With so many amazing games out there in the market, convincing potential players of the value in your own is hard enough for little known indie devs, let alone when you ask players to hand over real money at the same time. Adding money to the equation naturally puts a greater burden on one's sense of responsibility--it's no longer players deciding to try out a hobby project that costs only the time invested in playing it, it's people who believe in you and the game enough to contribute to its financial sustainability. With Cogmind this is an even bigger factor because it has begun with an alpha release, and a pricey one at that (more on this topic later). I'm humbled by the strong support Cogmind has received so far, and it drives me to continue pushing the boundaries of what is possible.

We'll begin with the events surrounding release week itself...


Release Week
Several days before the alpha launch, I began putting together an ordered step-by-step list of things to do immediately before release, and those that would take the game through release day and beyond.

It included everything from transferring new live website content (prepared and waiting in separate directories), to mailing list notifications, to forum/social media announcements (all pre-written), to activating the forums and subreddit, to confirming that important parts of the website were operating normally... In all it would be a very hectic day, but with a detailed triple-checked list I would be freer to attend to unforeseen roadblocks. And we did have one serious hitch come launch day, literally the very last pre-launch checklist item: Revealing the trailer.

Around 9:30 AM I switched

(uploaded and set up a couple days earlier) from private to public on YouTube, and much to my horror not a single one of the embedded links sprinkled throughout announcements and the website were working! Viewed directly the video worked fine, but no embedding despite having checked, re-checked, and even toggling all related settings. YouTube wasn't helpful at all, giving absolutely no hint as to the cause of the problem, instead showing a generic error message anywhere the video was embedded.

I waited about 15 minutes to see if it might be a timing issue (the error message did suggest "try again later"), but I simply couldn't wait any longer and decided to harness the adrenalin rush to completely re-ready the trailer from scratch. So I started over--deleted the original trailer, uploaded the 155 MB file again, reset all the associated options, and re-embedded it everywhere it would appear. As part of my preparation I'd kept a list of all locations where I'd previously embedded the trailer, which came in extremely handy to make sure I didn't miss anything in my rush to fix this. Still, this detour delayed the launch by an hour :/

That day I barely stepped away from my computer at all until 4 AM the next morning (at which point I slept next to it until about 9 AM, waking up only when my wife walked in to ask "Are you okay?" =p)

The entire day was spent with plans (simple text docs) and social media on one monitor, and Google Analytics open on another. In my excitement I didn't think to record what I was seeing to share it here, but with GA I could watch in real time how many visitors were coming to the Cogmind site, and from where. When I noticed an unfamiliar source link I could immediately follow it to see what people were saying, and answer any questions if necessary. Twitter was also good for instant communication with players.

Since I had no previous experience with a commercial game launch from my own website, I was worried that a surge in traffic could exceed some kind of server limit (I'm currently using only a shared server), so I even had cPanel open to keep an eye on server resources, but this turned out to be completely unnecessary. Even with several dozen visitors browsing at any given moment, server resource meters barely showed a blip. Whew.


Marketing &amp; Exposure
As this was only a "soft launch" of Cogmind as a playable (and enjoyable) Alpha, mostly intended as a way for existing die hard fans to join the development process, I didn't contact any press prior to release.

In fact, I didn't even announce a specific release date. For as long as a month prior to launch my schedule targeted May 19th, but I wanted to remain flexible in case some oversight required postponing it by another week. While I'm fairly experienced at estimating project development cycles, releasing a game commercially adds a lot of unfamiliar variables to the mix, so I couldn't be sure I'd get it right and wanted to leave room for adjustments.

Somewhat into May I started to hear from fans who'd begun checking the website daily, so I announced the likely release date via Twitter to save them the trouble, and on May 12th when everything seemed on track I also posted an in-depth announcement on /r/roguelikes to give the core audience a heads up.

On launch day I posted an announcement in all the same places I'd been regularly sharing news throughout development--my dev blog, Facebook, Twitter, and forum threads on TIGS and Bay 12. Then also one less frequented but very important location (to avoid spamming it with development news): The roguelikes subreddit:


The launch announcement on /r/roguelikes is one of the sub's highest voted threads of all time :D.

A huge thanks to the encouraging number of fans willing to put money on the table on day one.

Overall performance in the first few days was impressive given the complete lack of press coverage. It was nice to see years of work finally coming to fruition, giving me confidence that I'm on the path to sustainable development. A handful of small indie news sites picked up on the launch, but even collectively their limited audiences couldn't compare to support from the existing roguelike community at large.

However, after a couple days when the initial surge of sales naturally began to drop off, I contacted Rock, Paper, Shotgun since they'd written about Cogmind a couple times before, including as part of their "Best Upcoming PC Games of 2015" feature. Shortly thereafter they published an announcement which drove another sales spike:


Google Analytics session statistics for Cogmind's Alpha Launch (click for full size). Notice that "% New Sessions" is fairly low, because many community members are frequent visitors to my site. (The value is the same looking only at the first 24 hours of launch, and the 24 hours before that, so we can mostly discount this as being attributed to repeat visits by those who'd just found the game.)

Some additional stats for your reference while we're at it:


Naturally English-speaking countries top the list here. The UK percentage is slightly higher than usual for my site (it usually hovers around 5%)--the May value is most likely skewed because RPS is based in the UK.


Browser and mobile device data.

On both the initial launch day and the day RPS published its article it was exhilarating to watch the real-time website stats, which showed an average 30 visitors browsing at any given moment. On other days the number hovered around 5~10.


Sales driven by the RPS article. As an indie developer releasing a first title, seeing an inbox that looks like this is one of the greatest feelings.

This at least surmounted the first hurdle, proving that Cogmind is promising enough to convince new players to jump in, but the anxiety didn't quite end there.

What if they didn't like it?

Fortunately reception turned out to be overwhelmingly positive, for which I guess there wasn't much cause to worry since I'd already spent more than a year managing expectations through social media. (Later I'll be writing about specific marketing methods that were used to build and maintain the original audience.)

Of course not everyone visiting the website had heard of Cogmind before, so I did see a few voices of skepticism. The lack of media previews/reviews were no doubt keeping some prospective players from pulling the trigger. What we needed were some testimonials/quotes from real players. These happened to be piling up fast, so on the second day I collected some good ones and linked them directly from the Buy page:


Cogmind: Early player quotes (click for full size).

In the absence of official reviews (though several good LPs did begin popping up immediately after release), I'm certain the page of quotes helped convince* some players less familiar with the project that it was worth it, as did the long-running dev blog and to a lesser extent the newly active forums and subreddit for those who searched around. (*While I didn't do any A/B testing, I was watching GA and could see visitors going Buy page &gt; Quotes &gt; Buy.)

Throughout the first week I continued to update the Buy page with information and adjustments based on both direct feedback and discussions I was monitoring online. That combined with the many other pressing issues that popped up--troubleshooting for players with issues unique to their OS, finding temporary workarounds for a few bugs, basic marketing and promotion efforts (mostly by joining discussions as they appeared)--kept me busier than I've ever been for such a long period in my life.

For two weeks straight starting from a couple days prior to launch, I only managed to get 5~6 hours of sleep each day. Definitely not enough, but my sense of responsibility to the community and Cogmind itself kept me going. Several times I imagined how nice it would be to have a team with which to split up the never-ending list of tasks. I'm surprised I wasn't stopped in my tracks by sickness (that didn't happen until just after my schedule returned to normal--thank you, body).

It's also interesting to imagine how much different this experience must have been from releasing a game 20~30 years ago when social media and constant connectivity weren't even a thing. Sure as a developer today you still have the choice to ignore them, but that's ill advised given how beneficial monitoring and adjusting to reactions in real time is for any kind of marketing plan.

Part of the purpose behind Cogmind's soft launch was to teach myself what a commercial launch is like, and I believe it's achieved that goal. The full launch next year should be somewhat less hectic since I now have a clearer idea of what to expect and can plan accordingly. Of course there's also an established and growing community I can lean on in some regards, and for that I'm very thankful Smiley


Timing
The original release schedule determined in January 2015 put the release in April, but as we neared that date it was apparent Kacper's tileset wasn't going to be quite ready, plus I happened to get really sick for much of April, so it made sense to postpone it to May.

As far as marketing strategy goes, supposedly the second-to-last Tuesday in a given month is the best day to release a game, so I settled on May 19th. Pushing the date back several weeks gave plenty of time to perfect launch preparations and handle all the non-game parts of the plan--website, forums, payment system (that turned out to be rather complicated and took several days to get set up just right), etc. That worked well to keep me from getting overly stressed about the whole thing.

Seeing as I'm not the only one who reads up on marketing strategy, it should come as no surprise that launching with me that day were several other indie games and The Witcher 3... This would have been more worrisome if I was going for a general release, but as stated this launch was primarily aimed at the existing core fans who'd already been waiting for years. I'll be more careful about setting the 1.0 launch date.

Technically Cogmind was available for much of its audience (in the U.S.) on the evening of May 18th, equivalent to the morning of my 19th here in Asia, so I was a little ahead of those other games, too.

The close proximity of releases did result in some memorable moments, one in which someone asked to trade away Witcher 3 for Cogmind, and--while not related to release dates this was also interesting--someone else "honestly regretted having purchased GTA V instead of Cogmind." It's awesome to read stuff like that as an indie developer.


(continued in next post)
Logged

Kyzrati
Level 10
*****



View Profile WWW
« Reply #536 on: June 29, 2015, 06:24:22 PM »

(continued from previous post)


Pricing
The most controversial aspect of Cogmind's alpha launch was the price. Charging for a traditional roguelike is already against the norm, much less launching an alpha at $30. However, the backlash was far less severe than I expected, with complaints in the minority and even individuals outside the regular fan base coming to my defense.

A humorous comment in response to the alpha trailer serves as a backdrop for a discussion on roguelike pricing: "Why is this not unfairly cheap like all other roguelikes? Tongue"

The roguelike community has long enjoyed the availability of sprawling highly replayable games with deep gameplay, all free of charge. These great games can be free because they're developed as hobby projects which can take as long as they need to reach maturity, while also having lighter asset requirements than most games.

Cogmind takes a different approach, reaching for a level of audiovisual polish never before seen in a traditional ASCII roguelike, at the same time shortening the "epic roguelike" development cycle from 6~10 years to "only" 3 years. Developing a quality game within a reasonable time frame requires a significant investment, one that members of an underserved niche community are apparently more than happy to support when a developer finally comes along to make the leap.

Thus it wasn't too surprising when a lot of roguelike fans expressed their confidence in the value of Cogmind. Some examples:
  • "Cogmind is the most beautiful and dynamic ASCII roguelike I have ever seen." --jason0320
  • "I honestly believe this is one of the most fantastic games of any genre I have ever played." --biomatter
  • "It's like seeing Doom the first time when everyone was stuck with Wolfenstein at best." --HRose
But among the dissenting voices I heard the comment "Only fanatics would pay a price like that." Fortunately...


Always know your target market demographics Smiley

In a genre traditionally dominated by free games, one would naturally question the wisdom of selling a roguelike at a premium, even a high-quality one. However, roguelike fans have formed a healthy tight-knit community, one that is all too happy to see the genre expanded with modern games which still lean heavily on traditional elements. Not long after Cogmind's launch, another roguelike developer on Reddit (/u/chiguireitor) posted a poll to the core roguelike players community there (/r/roguelikes), and among the questions was one regarding payment. The results are enlightening:


Payment tendencies among the roguelike community.

We can't know the reasoning behind the "already did" buyers, since they could fall into either the "reluctant" or "supportive" categories, but taken together there is a respectable portion of the community willing to pay for a good roguelike. In any case, this partially explains the strong initial support for Cogmind despite the preponderance of free roguelikes.

Still, it's important to examine why I chose the price that I did at this stage.

First of all, I had originally considered a Kickstarter campaign, but it was both logistically problematic (not available in my country) and for Cogmind in particular I don't like the common types of backer rewards that either give up some element of creative freedom by allowing backers to decide game content itself, or provide extras that drain time and resources which could otherwise be devoted to game development.

While I didn't take that route, Cogmind's alpha release was still built around a crowdfunding model for which there is a precedent that alpha access costs around $20~30 in exchange for some additional perks beyond what future purchasers will receive. (In this case mostly taking the form of in-game credit.)

Quality niche games are also often priced in this range, and I believe Cogmind to be the epitome of both quality and niche. Certainly the price could start lower if the game appealed to a broader audience, but it's not the type of game that is likely to achieve broad popularity, nor does it strive to do that.

Games must be priced for their market, not some general "okay indie games average about $10 right now so this should be $10, too." Take a game like RimWorld, for example--a unique high-quality indie game that can afford to set a base price of $30 because no other game can offer the same experience.

Secondly, even if from an economic perspective we assume that a somewhat lower introductory price would result in greater total revenue (which at the right price point it almost certainly would), is that what we want right now, during alpha? Nope.

While the ultimate goal is to recover the full financial investment in Cogmind's development, and hopefully even generate profit that can be reinvested into future games, the current stage is more about interacting with the core community for whom the game is designed, not those who buy discounted games on a whim and may or may not ever even play them, or maybe play for a little while and probably complain that "it's too hard" (in the case of Cogmind, a punishing traditional roguelike) then give up, never to play again.

For the alpha I want quality players who are familiar with where Cogmind is coming from, who really care about Cogmind, or who've at least taken some time to educate themselves about the game given the wealth of information available online. Higher prices generally lead buyers to make an informed decision, and informed buyers are more often happy players.

Players who pay more are also much more likely to dig deeper into a game to discover what it has to offer, and like the roguelike classics before it Cogmind is a rewarding game to delve into...

In a general sense, when pricing a game with a fairly long open development cycle and plenty of room to grow, it makes sense to start at the higher end of what is acceptable to the target audience (assuming the initial state is a game already worth the price to that audience!). You can always lower the price over time, but raising it won't go over nearly as well.

During the alpha access campaign, because a number of visitors to the website are undoubtedly interested in Cogmind but turned off by the current price, they have the option to leave their email address instead. Prominently displaying this sign-up information on the Buy page both lets these potential players know Cogmind will be available for less next year and gives me a way to notify them when that happens--everyone wins! This was an excellent suggestion received shortly after launch, exemplifying another benefit of getting out there and engaging the potential audience and acting on their feedback where it makes sense.

My decisions here were all based on an analysis of current market conditions, my own objectives, and most importantly the characteristics of the game I'm selling. Every game must find its own price reasoning based on numerous relevant factors. Overall it took a couple months to settle on a model, and this after more than a year of observing the performance of other games.


Tiers
Another obvious influence from the KS crowdfunding model is the idea of multiple "tiers."


Cogmind Alpha Access Tiers

I didn't originally plan on having tiers, but prior to launch some fans expressed a desire to buy multiple copies which they could then gift to others, and naturally they'd appreciate a discount. So I decided to add a couple extra tiers, also throwing in a shirt I'd designed at the highest tier. (At first I intended to offer the t-shirt with a copy of the game for an extra fee, but the payment processor said I couldn't sell physical products that didn't ship immediately, so I got creative and instead made it a "free bonus" at the highest tier.)

The package tier approach turned out to have some unexpected benefits.

Some players not interested enough to support Cogmind at the $30 alpha price saw the buy-three-for-the-price-of-two intermediate tier as a way to get alpha access at 33% off--all they needed was to find two other buyers. Many of these groups formed organically via their forum/social media of choice, i.e. free marketing. (Even as I write this post, two separate individuals on Twitter are introducing the game to their followers and asking if anyone wants to join them.)


Alpha?
Part of the problem with Cogmind's introductory price is that I call it an early access "alpha," eliciting understandable knee-jerk reactions of "Alpha =/= $30."

Fortunately long-time followers are well aware of the years of open development behind the game already, and know it to be far more complete than what might normally be dubbed an alpha.

At launch Cogmind could easily have been considered a beta release, but then I don't want players to judge it as nearing completion because the goal is much more epic. In roguelike tradition there's plenty of game to enjoy already, and it's fun with an extremely low bug-to-content ratio, but development will continue for up to a year.

At the same time, while I will always stay true to my vision for Cogmind, there's no doubt that current players will help define some aspects of the final game, either directly or indirectly, and that, too, is meaningful and valuable to them as early access participants.


Performance
Given the somewhat controversial price and low external exposure, the most important question is: Did it work? The answer is yes, so far.

I remember thinking before launch... okay, we currently have about 650 items that can be claimed via the alpha access campaign tiers--I'll be happy if those trickle away throughout the remainder of alpha development. Gone in a week and a half.

I was pretty shocked. It's an "alpha," after all, and my first commercial release.

Impressive, but taking a serious look at the numbers we still have quite a ways to go. Since picking up the Cogmind prototype in June 2013, I've invested approximately $43k USD into development (all costs included). After taxes and fees about half of that has been recovered so far, and now we already find ourselves heading into the infamous long tail, which will likely (hopefully) transform into the stegosaurus tail at some point, especially once we reach 1.0 with a much bigger launch and broader marketing effort.

The good news is, thanks to generous alpha supporters I'm confident we can expand the total budget and reinvest this initial sum to realize the best version of my complete vision for Cogmind! A huge thanks to everyone who's made this possible :D.

Cogmind's recalculated total budget from zero to 1.0 now lies somewhere around $70k. We'll see how accurate that is next year...

In summary, is this performance good for an indie traditional roguelike? Hell yeah!

Is it a lot of money? Well, no Sad. It's a pittance for two years of full-time work--a regular day job would blow this away, but there is hope and it's rewarding to (for now) be able to continue creating something that myself and others love! Let's hope this becomes a sustainable trend. Traditional roguelikes require so much work that I don't know how smart it is to do this as a commercial endeavor, but at least the result is a high-quality game that can be delivered in a relatively short period.

Now let's look at a few graphs.


Cogmind Alpha Launch Sales Data, Month 1.

For the alpha launch, since there were two primary sources of buyers as discussed earlier, we're in an interesting position to compare the reaction to the game between the core audience (long-time fans and roguelike enthusiasts) vs. a general indie PC audience (RPS etc.).

Notice the sales peaks are reversed compared to the trailer/website peaks.

The first spike is an immediate rush by fans to get Cogmind on day one. Yay! Conversion rates are impressive here, but don't mean much there when you have a pool of people waiting to watch the trailer and jump on the website solely to buy the game. Incredibly steep slopes on that first sales spike reflect the fact that it was mostly composed of dedicated followers. Cogmind wasn't even announced anywhere else in those first few days.

Then RPS published their announcement (and a few smaller sites naturally pick up the news from there), followed by another surge in sales, surprising considering a large portion of RPS readers had never heard of Cogmind or were not necessarily interested in traditional roguelikes. Judging based purely on the first two days of sales from each source, the ratio of buys by RPS readers visiting the site and/or watching the trailer was nearly half that of the core fans, despite the high price. This bodes well for when Cogmind is completed and launched on a larger scale.

Note: More stats specific to trailer views can be seen in the trailer post-mortem.


In Retrospect...
Every post-mortem needs a section like this. The old "What would I do differently?"

Here I'm happy to say almost nothing.

Certainly I would want a more clearly designed Buy page, kinda like what it started out as on day one, instead of the hodgepodge of notices and even flashing text (yep, I went that far) that it became after days of tweaks to address different issues.

I would've also liked to have that "email notification sign-up" ready from day one as well--adding it only after a day or so missed the initial surge of visitors, some of whom would've signed up. At least I know that most of those visitors are roguelike community regulars, so they'll probably hear about Cogmind through regular channels, anyway.

Unrealistically, releasing six months to a year earlier would've been nicer since the advent of VAT in 2015 had a pretty huge effect on prices for European players--there would've been more, and they would've been happier, if the high price wasn't pushed yet higher by such a massive tax rate.

All said I think the launch went really well, and the main reason for that is everything was planned out well in advance. It was hectic, but only in terms of there always being more to do than I had time for, so I repeatedly adjusted my TODO list as necessary to make sure any high-priority items were taken care of. I lived with that list in my face for two weeks, and interestingly, some things I'd planned to do "later on launch day" were literally pushed back more than a week as more pressing issues were inserted.

Anyway, the point is make a list, frequently skim it to ensure it's prioritized, and knock things off the top one by one.


The Future of Cogmind
Having successfully transitioned from private development to a public launch with an engaged and satisfied community, it's time to look towards the real beta/1.0. Up to a year of additional work will yield the full story and cast of NPCs, many more maps and some new parts and mechanics, more ambient sound effects, music... While I could crank out 1.0 by the end of the year on my own, having an active community in the foreground will slow that down a bit, and the final version will be better for it. No sense in rushing it as long as we have steady progress and (generally) a new release every month.

In terms of the business plan, while I aim to eventually put Cogmind on Steam for access to a broader market, that time is not now. Aside from that being a different audience for which the game is not quite ready, financially speaking it's nice to start off with as many direct sales as possible so that most of the funding makes it to me--money that can go into development rather than fattening the coffers at some corporation. Think of the money that would have been lost from those charts above (and all the sales since) if I'd started out in Steam. Yes volume will more than make up for it, but that's for a later time. In related news, five weeks after launch GOG contacted me about releasing through them... No rush, but it's nice to be recognized.

I hope you enjoyed this bit of inside data. Expect another post-mortem with many more figures and comparative analysis after we launch 1.0. Since the beginning of development I've also been collecting detailed time management stats that will explain where I've allocated that most valuable of resources, but that's for a separate future analysis.
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #537 on: June 30, 2015, 12:39:16 AM »

I just realised I totally forgot to order a T-shirt because I was in the middle of emigrating from one country to another  Cry
Logged
lithander
Level 3
***


View Profile WWW
« Reply #538 on: July 01, 2015, 04:04:20 AM »

Interesting write up! Thanks for sharing your expirience.

 Did you consider releasing through Steam Early Access instead of setting up your own webshop? Why didn't you?
Logged

ernanir
Level 2
**


Hello World


View Profile WWW
« Reply #539 on: July 01, 2015, 04:17:25 AM »

This is one crazy post-mortem.
So detailed, gonna give a second read to it soon.
Logged

Pages: 1 ... 25 26 [27] 28 29 ... 71
Print
Jump to:  

Theme orange-lt created by panic