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SunWuKong
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« Reply #440 on: December 11, 2017, 07:59:41 AM »

Boss 101 Postmortem at Gamasutra

Check out the ups, the downs and read about us living our dreams while we made Boss 101.

Link here: https://www.gamasutra.com/blogs/TimDonley/20171210/311377/Postmortem_Making_Boss_101_and_living_our_dreams.php



Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!

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« Reply #441 on: December 12, 2017, 02:21:26 PM »

Boss 101 Screenshot

Hope your day is awesome and remember to live your dreams!



Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!
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« Reply #442 on: December 14, 2017, 04:35:32 AM »

The Big Giant Head Game Dev Podcast - Latest Podcast 2017.12.14

Big Head Podcast Link here




Talking game dev with Matt "ToborPrime" Fitzgerald. Well, game dev, Boss 101, Savage: Shard of Gosen and a lot of other random things. Hey we filled over two hours and could have gone longer! Really fun and check it out if you want to hear a lot of ramblings on both our games!

Check out Matt's game - Savage: Shard of Gosen here
Savage Steam Store Page: http://store.steampowered.com/app/408060/SAVAGE_The_Shard_of_Gosen/

Boss 101 Info Roundup
Boss 101 Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!

Hope you enjoy and remember to LIVE YOUR DREAMS!

-Tim
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« Reply #443 on: December 17, 2017, 12:01:37 PM »

Hello and welcome to the Boss 101 Holiday Update!

Hope you are having a great day and that your end of 2017 is looking to be awesome.

We have a few things to talk about and then we are off for our own holidays with friends and family.

Gamasutra Post Mortem

We had our Boss 101 postmortem published at Gamasutra. In it we took a look at the whole development process, how we got from a Flash game to Steam and generally talk about everything we could think about! We wanted to drop in some snippets from that document so you can see for yourself!

Here’s a direct link to the blog: https://www.gamasutra.com/blogs/TimDonley/20171210/311377/Postmortem_Making_Boss_101_and_living_our_dreams.php



Some excerpts

For the TL;DR crowd
Those looking for quick summaries of the right and wrong way to make a game, you can just keep on browsing. There are few sound bites here. I liken making a game to raising a kid. You might have a plan going in but the kid has their own personality and way about them. You can fight it or you can encourage it. Boss 101 was our kid and though the game came out differently than our plans I'm incredibly proud of the team and our result. We did indeed live our dreams.

For those wondering about making games themselves
If you are looking at making games and wonder if you should, I ask you this... is it your passion? Do you feel a drive to do this even if you aren't getting paid? Do you work on games in your spare time? If you do or even feel the urge to create games for the love of games then do it. JUST DO IT! Don't listen to the naysayers. Find supporters. Work hard and be dedicated. You can do it. You will do it. No one can tell you different.

For those wondering about "should I use this or that engine" or "this or that application for graphics, programming or sound"
Listen very carefully, there are no magic bullets in game development. Read that again please.
Everything worth two craps on this planet is the result of a lot of hard work, dedication and sweat. Games are no different. There are plenty of apps and engines out there. You need to do your own research. Do the legwork yourself and make decisions based on your talent and ambitions. What works for one might not work for you. We can talk about why things worked for us but you might be different. Remember that.



Picking a team that's right for you
If you got this far then heed my advice. I'm an an old vet who has managed and worked with many, many teams. The advice is....

Work with people you like.

This will make your journey a LOT easier and much more fun.

When looking for people to help with Boss 101 my only thought was "Who would I get in a foxhole with if the bullets were flying?" I put out ads on a bunch of art and programming sites. I ended up being fortunate to find two people who were not only talented but incredibly fun to work with. We shared many of the same gaming passions and complimented each other in our skill sets.

I have a theory about people on teams and it boils down to this chart:



I know what you might be thinking "Hey, we need TALENTED people even if they aren't 100% onboard, they will still make a difference!". Yeah they will. They will sink your ship faster than a torpedo. You do not want talented people who aren't onboard with your project or company. Those people are leaders and if they don't like your project they will poison the studio in more ways than I can list here. You are far better hiring passionate people and training them up. They will go farther and do more. The other two quadrants speak for themselves I think.

I was fortunate with Boss 101 when I found two talented people who also believed in the project. From there it was a matter of making the game.

The Development Process of Boss 101

A common question we asked was "Is this fun?" about everything. We added fun where needed and subtracted or adjusted un-fun items. I'll list tenets of the game and explain each as we go along.
Entertain always - Every screen, round and aspect of the game was there to entertain in every way we could make happen. All game screens have at least some animations to prevent static or still moments. All screens contain items which relate to the world. Every time you play a minigame or sit on kite hill things are meant to fold back into the main Boss 101 narrative in interesting ways. As much as possible there were two or more bits of info, story or data in any player interaction with the game.



Tell a story - Boss 101 has a story and characters that exist in their world. We created a large narrative for the world and while parts might be unseen, it was all there when we made the game. This is what informed design decisions and ideas. It sounds absurd to say there is a reason for Make-A-Boss in any universe but we did come up with a reason and used it in the game. Things like this helped us make sense of the wacky nature of our game universe and lead to a lot of new ideas that fit well with everything else.

An example would be our BERL tutorials. These were done at the end of development. When coming up with how tutorials should look and function we referred to all the prior things in the game (story and visuals). We ended up creating a new jetpack character (BERL) who was a lonely janitor type. It made sense and gave the game a new person to play things off in the main game.

Give the player stories too! - We wanted to create a situation where players have stories to tell their friends and family. This could be from having an amazing game round, discovering a secret or maybe learning a fun bit of story from the main campaign.



Do things which make sense - this is an obvious thing but it might be one of the reasons the game took so long to complete. We regularly added time to development to do things that made sense. Adding in features like nice options sliders, difficulty modes, tutorials and a good amount of weapons and abilities for the player. Boss 101 started small and grew in organic ways. We didn't let the game get hampered by a deadline. We played, assessed and adjusted all the way through. A lot of times the discussion started with "Hey, this isn't Boss 101 enough!" haha



Make it right versus hitting a date - one huge thing we committed to early was making the game we wanted versus hitting a date. It seemed some of our favorite game companies favored this model too (Valve and Nintendo for example). It meant the game ran longer than estimated but it made Boss 101 something very unique and in our opinion - high quality. It's not a luxury everyone has but we felt we had to differentiate ourselves in some way and this was it. We took our time. To put this in perspective we had three people full time for much of our three and a half years.



Feature creep versus connective tissue - very much related to the above is the idea of feature creep versus connective tissue. Connective tissue for us were features that we did not plan for but upon testing a new system we would realize we needed something to bridge it into the main game. Maybe an interface, a sound, etc. It could be anything but we worked to make sure all the connective tissue was there.

Ok – there’s more in the postmortem so check it out!



What’s next?

We have a couple announcements we except to land first thing in the new year as well as a peel at the next project we are working on!

Thank you so much for your support!

Thank you again and again for all your support over the holidays and THANK YOU so much for being there with us during Boss 101’s development.

You helped us live our dreams and we want you to remember to always….. LIVE YOUR DREAMS TOO!



Talk with you soon and take care! Have a great end of 2017 and we’re looking forward to hearing about your adventures too!

Best,

-Tim

Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!


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« Reply #444 on: December 18, 2017, 05:46:44 PM »

Read through your post-mortem, and would be interested in hearing what steps you've been taking after the launch and the results. Take this with a grain of salt, since I haven't played the game (just don't have any interest in this genre, personally), but I wonder if part of the problem you had is that there is clearly a lot of depth and work put into the game, but that is not immediately recognizable from a customer's perspective.

For example, the first 5 seconds of your main trailer on your Steam store page I think risks being mistaken for a cheaper, simpler game, due to the presentation. It also is unusual for this kind of game to have a deep narrative/story component so you might have to be more overt about selling that aspect, since people will assume the opposite?

The fact that your reviews are good but you aren't getting a lot of traction from the steam page reinforces this.

were you able to get many streamers to play your game on youtube/twitch? I feel like that kind of exposure would more effectively convey the game to the audience, as it's longer-form and gives a chance to settle into the world better.

Anyway, hope it helps, and congratulations on finishing and shipping your game!
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« Reply #445 on: December 18, 2017, 07:01:11 PM »

Read through your post-mortem, ....


Thanks for the post! Appreciate you taking a moment to write us. Some answers to your questions!

1. What's been going on post launch - well, at the risk of sounding 'internet sarcastic' did you read the whole Gamasutra article we linked to at the top of our post? What was listed here was only part of it (as we indicated). I'm not going to re-qoute that whole thing but you can find details of our next moves. There are a few other announcements coming too but they are under wraps until we get a few more pieces in place and feel confident about saying what we have been doing behind the scenes.

2. As for the selling of depth/story of the game. On our end we feel we have been focusing solely on the story and making that a centerpiece of the game. That video you refer to had a story bit right after the 5 second cut you mention. Perhaps we can sell the story 'harder' but we didn't hide it. In any video, ad or post about the game or review, there is mention of the story (even in reviews that aren't kind to the game). You felt it wasn't there so fair enough. We address this issue too in the post mortem. We mention it as it refers to development, reviews and presentation.

In fact most of what you are asking about was all covered in some form along with your question about the Streamers, reviews and YouTubers. We answer all that as best we can.

I do want to be clear, I'm not trying to sound pedantic like "read the manual" or anything. It's only you are saying a lot of things and referring to an article that basically answers (as well as we can at the moment) most all you are asking. I also am not looking to get into semantic debates with things like "You didn't LITERALLY say you were contacting YouTubers/Streamers post launch". hahah! Things are in motion, friend, they never stopped and we spoke about the moves we made.

Finally, I checked out your game Planet Crawlers and it looks cool. My only advice to you or any game developer is have fun with your game and love it. Don't worry about what other people say too much while you work especially if you feel you are on the right or correct path. You'll be much happier in the end and have a blast making it! I can't guarantee it will sell millions but the people that will like it will know you loved it and come back for more. Good luck and looking forward to the progress!

-Tim



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« Reply #446 on: December 18, 2017, 08:13:05 PM »

My bad, I actually read the gamasutra article about a week ago and then saw your post here but should have re-read the article to refresh my memory before replying. Just wanted to give some feedback to hopefully help you analyze why the launch went the way it did, and hear if anything had changed since (I mistakenly assumed the article was older than it was).



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« Reply #447 on: December 18, 2017, 08:41:27 PM »

My bad, I actually read the ...

No worries my friend! Thanks for the thoughts though!

We're always interested in how people look at the game and what we can do to sell to the right people. Really appreciate the thoughts and best of luck with your game! I'll be watching!

-Tim
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« Reply #448 on: December 20, 2017, 04:22:33 PM »

Boss 101 Screenshot

What's in the center of the Boss 101 universe? Maybe you'll see for yourself!



Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!
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« Reply #449 on: December 27, 2017, 08:49:25 PM »

The Big Giant Head Game Dev Podcast - Latest Podcast 2017.12.27

Big Head Podcast Link here




Talking game dev with Matt "ToborPrime" Fitzgerald. Well, game dev, Boss 101, Savage: Shard of Gosen and a lot of other random things. Hey we filled over two hours and could have gone longer! Really fun and check it out if you want to hear a lot of ramblings on both our games!

Check out Matt's game - Savage: Shard of Gosen here
Savage Steam Store Page: http://store.steampowered.com/app/408060/SAVAGE_The_Shard_of_Gosen/

Boss 101 Info Roundup
Boss 101 Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!

Hope you enjoy and remember to LIVE YOUR DREAMS!

-Tim
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« Reply #450 on: December 28, 2017, 07:39:19 PM »

Boss 101 thought for you!

Believe in yourself and head towards the challenges in your life!



And as always - live your dreams!

Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!
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« Reply #451 on: December 30, 2017, 12:28:41 PM »

Hello and welcome to the End of the Year Boss 101 update!

Thank you so much for joining us and we have some special announcements for you! Let’s GET GOING, shall we?

Boss 101 Update in January – New Arcade Game being added!

Yes, you heard that correctly. We are doing a game update in January and among the various adds, there will be a new arcade game called Rob’s Adventure. You know how Rob is always wanting to have some fun? Well, now he gets to explore and battle bad guys.

Check out the screens – just a small sample of what you can expect!

You access Rob’s Adventure from the Command Center the same way you access all the arcade games. From there you can select Rob’s Adventure to get going!





Rob’s Adventure Title Screen



Ok – here are some samples of the game in action. You will battle through waves of enemies, one hit and you’re toast! Maneuver carefully and watch for the patterns in the enemy firing. The path is there but you must find it!





As you progress through more and more shooting waves of enemies you will encounter large bosses who block your progress



Besides this addition, we are working on various quality of life improvements to the game. These include performance boosts and general tweaks to make the game as fun as possible. We’re committed to Boss 101 and want you to have the best experience.

Upcoming Announcements

We have a few more new updates for you in January so stay tuned. Without giving too much away we can say this – we hope to see a lot more people getting access to Boss 101 soon! HAAAAAAAAAAA!!!

Also - we have been working behind the scenes to get rolling with our next big adventure.

Thank you again and Happy New Year

We want to take a moment to express again how grateful we are for your kind support during the development and release of Boss 101. We've been living our dreams so we can bring you the best entertainment possible. Boss 101 is only the beginning of our adventure together.

I think the end of our postmortem sums up our feelings well...

I am telling you right this instant you CAN live your dreams. Anything is possible if you are willing to put in the effort. That’s not mumbo-jumbo claptrap, that’s the TRUTH.

Boss 101 is a project of pure creation. Myself along with my friends Manon and Joshua managed to make something I personally never thought I’d see. A game without any apologies or compromise. The game we released is basically the game we wanted. That release was based on nothing except two questions we asked ourselves over and over. “Is it fun?” and “Is it done?”

That’s it. That got this game finished. When we started, the project was small and the scale was limited. The framework went up quickly and we started asking “Is this fun?” If the answer was no then we worked to add things to make it fun. Adding features we felt had value. From there we iterated and played the game. At every step, the same question was asked: “Is this fun?” This was coming out of our own time and effort.

At one point the game pretty well hit all the story beats and we felt the value was there for anyone who would buy it. So, we released it.

And you know what? When I hit “Publish” on Steam I felt something strange. I felt no urge to apologize for the game. No sense of “Well, if we only had a few more months” or “You know, you should have seen the ideas we LEFT OUT! OH BOY you would not believe how awesome they were!” It was strange as we got past the first few hours of release and early buyers were playing and commenting on the game. Most all were getting the vibe and liking what they saw.

Really though, and I mean this — the game was already a huge success before I hit that publish button. It was a success because it proved something I long imagined possible. You can live your dreams. It’s doable. You can even do it with other people. Heck it’s BETTER when you journey with other people. Friends. Family. People you trust and can laugh with. Makes the whole shebang a lot easier.

In fact, you might learn something important about yourself while you’re on this journey. I pretty much guarantee it. I can’t tell you what that lesson is since it varies from person to person but I can tell you one thing. If you live your dreams, one day — at the end of your grand life, as you lay there thinking to yourself during your final moments on this magnificent planet — you won’t wonder “Well, if I only had a few more months” or “You should have seen the things I WANTED to do! OH BOY you would not believe how awesome they were!” No ma’am. No sir. You’re going to feel right 'cause you didn’t compromise.

Be true to yourself everyone. . . and live your dreams.

Thanks again and have a FANTASTIC new year. Talk with you soon,

LIVE YOUR DREAMS!

-Tim

Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!



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« Reply #452 on: January 03, 2018, 05:13:05 PM »

Boss 101 - Welcome to 2018

Keep moving and working towards your goal! A screenshot from the upcoming free update to Boss 101 and its new arcade game Rob's Adventure!



And as always - live your dreams!

Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!
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« Reply #453 on: January 05, 2018, 07:40:12 PM »

Boss 101 - He's waiting for you!

Boss 101 is a patient guy. Go meet him!



And as always - live your dreams!

Boss 101 Info Roundup
Out now on Steam!
Boss 101 Steam Store Page: http://store.steampowered.com/app/380920
Please check out the Steam Store if you would be so kind!
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« Reply #454 on: January 08, 2018, 04:17:27 PM »

Guess what is coming to Boss 101 this weekend for FREE!?!?

That’s right – a new arcade game for the Command Center - This one is called Rob’s Adventure and FREE TO ALL BOSS 101 OWNERS!

Rob is one of the caretakers on the Command Center in Boss 101 and has always wanted to go on an exciting adventure with the guys. Well, now he’s getting his own arcade adventure right there in the Command Center.



Rob’s Adventure

Join Rob and the Cosmic Clicks ship as they blast through way after wave of robotic enemies. You will even encounter Bosses who get progressively tougher! You heard right people this is old school SHMUP action. One hit and you die but thankfully there is always a safe path Rob can navigate through. Yes, the game does allow for unlimited continuous play but only for the best of the best.

How far will you get? Find out THIS WEEK!

Start Screen area





Dodging and weaving through the correct path! You can do it!



Or don't and pay the price!



Will you see ALL the bosses?









REMEMBER PEOPLE! THIS IS A FREE UPDATE TO BOSS 101! YAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYY!!!

Zazmo Arcade Pack coming soon!

Get ready for the Zazmo Arcade Pack or ZAP coming to you from your friends at the Donley Time Foundation. A new game altogether with arcade classis reimagined! Stay tuned for more information and news about the upcoming release!

Remember to always… LIVE YOUR DREAMS!

-Tim

Boss 101 - Out Now on Steam
Store Page: http://store.steampowered.com/app/380920
Please check it out if you would be so kind!
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« Reply #455 on: January 11, 2018, 02:03:22 PM »

Good News Everyone!

Boss 101 update live with new mini-game Rob's Adventure! We are also part of the Humble Store Winter sale so grab Boss 101 if you haven't already!

Boss 101 Store on Humble - On Sale Now! https://www.humblebundle.com/store/boss-101



Rob's Adventure

NEW MINI GAME IN COMMAND CENTER Rob's Adventure added to current build. Go into Command Center. Select the Arcade Machine and then scroll down to Rob's Adventure. Select this game for old school SHMUP action. This is an infinite shooter where it's all about your ability to dodge and memorize the enemy patterns.

That's right folks. This one is all about SKILLAGE and how far you can get on one life? You up for the challenge!?!

Boss 101 part of the Humble Winter Sale

Boss 101 is also part of the Humble Winter Sale! Head on over there to get yourself nice discount and a Steam key!

Boss 101 Store on Humble - On Sale Now! https://www.humblebundle.com/store/boss-101

If you haven't gotten Boss 101 now is the perfect time. A new mini game added and we're on sale! You win all around!

Thank you again for your support and look forward to hearing what you think about Rob's Adventure (and the rest of Boss 101! HA!)

Remember to Live Your Dreams!

-Tim

Boss 101 - Out Now on Steam
Store Page: http://store.steampowered.com/app/380920
Please check it out if you would be so kind!
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« Reply #456 on: January 21, 2018, 08:25:16 AM »

We're going to be on a console!

Guess who's heading to the Xbox One? BOSS 101 that's who. Yeah buddy! More details soon!



Check this out too - Boss 101 Store on Humble - On Sale Now! https://www.humblebundle.com/store/boss-101

Boss 101 - Out Now on Steam
Store Page: http://store.steampowered.com/app/380920
Please check it out if you would be so kind!
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« Reply #457 on: February 16, 2018, 03:13:35 PM »

Hello everyone!

Microsoft, Xbox One and Boss 101

As you might already know. We are bringing Boss 101 over the Xbox One and things are progressing well! The bulk of this week has been spent converting our save game methods over to a new systems specific to the Xbox One. This is mostly to ensure the fastest load times we can get on the console. The process has been ongoing this whole week and we hope to wrap it up this weekend or early next week.

Mostly this has been a fairly smooth process. I did want to add the team at Microsoft is TOP NOTCH and if anyone is considering a move to consoles I'd hope they are least check out the Microsoft offerings. Great team and a lot of very helpful people working there.

Their contact page is: https://www.xbox.com/en-US/developers/id

Boss 101 50% off on the Steam Lunar Sale

Yep we are 50% off on Steam right now Grab a copy while you can!





As always - remember to live your dreams!

-Tim

Boss 101 - Out Now on Steam
Store Page: http://store.steampowered.com/app/380920
Please check it out if you would be so kind!
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« Reply #458 on: March 18, 2018, 11:41:49 AM »

Hello and welcome to the latest Boss 101 update!

Wanted to give you all a heads up on the latest happenings at the Donley Time Foundation as well as a look at Boss 101 progress. We always need to thank you first and foremost for your support. Without your help, we couldn’t be doing this so THANK YOU!

Boss 101 on Console



Though it may not relate to you directly if you already own Boss 101 we announced the game is coming to Xbox One. That’s been our primary job for the last few months. This consists mostly of porting work and changes to the code to make the game run smoothly.

It looks like there is a light at the end of the tunnel too! After a few challenges we are heading into the final stretch. You might think it would be as easy as setting the game format to “Xbox One” and hit “Export” but there is a lot to making a PC game work nice on a console. More so if you are a small team that focused primarily on the PC version! Haha

Overall though – Microsoft has been nothing but champs in the whole process and made everything as smooth as possible. On our end we had to do changes to the save/load process on console as well as tweaks to achievement scoring. All in all, nothing too hard but a lot of little things and bugs added up to a month or two of work.

Zazmo Arcade



We’ll keep you posted and if you are interested we have ANOTHER game in Early Access at the moment. It’s called the Zazmo Arcade and listed below. In it we take arcade games from Boss 101 and blow them out with two player co-op. head to head battling and much more. Check it out! You can get it for a 33% discount if you already own Boss 101!

Thank you again and talk with you soon!

Remember to always – LIVE YOUR DREAMS!

-Tim

Boss 101 - Out Now on Steam
Store Page: http://store.steampowered.com/app/380920
Please check it out if you would be so kind!


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« Reply #459 on: May 13, 2018, 08:22:35 PM »

Short version
Boss 101 is out on Xbox One this Friday!

Xbox One Launch Trailer




Long Version
If you have been checking out this blog for any amount of time you know we started on Boss 101 nearly four years ago. Three people with an idea and drive. That was IT!



Well here we are on the threshold of another great moment on our Boss 101 development journey. We’re about to launch Boss 101 on the Xbox One this week. That’s correct folks! We have been hammering away since our PC launch on this console version. It's not always been the smoothest ride but we have been hanging in there so we can make this happen.



We happen to think the Xbox One might be a good fit for our game. When we shipped on PC last November we felt great about the game. It was made with all the love and skill we could bring to bear. With this upcoming console launch we feel Boss 101 will bring fun and entertainment to a new audience.

Making Boss 101 a Console Specific Game

Even though we imagined coming to one or more of the consoles we didn't know how long it might take our team of three to do the port. The Xbox One was probably the easiest among all the consoles since we already had a PC version. The whole process was made infinitely easier by the folks at Microsoft who really went  above and beyond to help our studio and studios like ours bring their products to the Xbox One. Every single person our team interacted with was helpful to a fault; giving us patient guidance and help. There were many times we got answers to letters in minutes and most of the time the longest we had to wait for a reply was one night.



Think about that. A company as big as Microsoft taking the time to do that kind of customer service. You might argue that's easy for them to do because they are so big but I would argue the reason they ARE so big is they made the customer a #1 priority. It certainly made us feel welcome. No question we asked was dismissed and everything we wanted to know we were able to discover quickly. The vetting process was quick and the final delivery of a working build was about as smooth as we could hope. In fact - they even had a setup to allow small developers like us get access to development kits.



Really, it was a lot more help than we hoped and even near release they took another step towards helping us by providing some marketing push from their social media. Now, let's be clear, most companies have a vested interest in making sure games published under their wing succeed. Microsoft is no different from Valve, Nintendo and Sony in that respect. What made this so nice was the human interaction from their team. We spoke with people every day during our porting process and each one of them was polite and courteous. We ended up feeling like we were the only developer they were handling and it meant so much to our team. After the PC launch we were looking for our next opening and Microsoft gave us just that.

So here we go, if you have been waiting for Boss 101 on the console and you have an Xbox One then please check out the online store this coming Friday. We would appreciate your support in any way you can – pass along the news, recommend us, a purchase – any or all of the those work!



Seriously – thank you so much for listening, for being with us and for all your support across development. Even if you are new to our team and our game we do appreciate your time.

Here’s to many more games! As always – remember to LIVE YOUR DREAMS!

-Tim



Boss 101 - Out 5/18 on Xbox One
Please check it out if you would be so kind!
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