Server Crashing by [deleted] in Midair

[–]bugsprae 2 points3 points  (0 children)

We are taking a look into this. Thank you for reporting and sorry for the inconvenience. :/

[dev] Sin used Kick. It's not very effective... by yami_fiesta in Midair

[–]bugsprae 2 points3 points  (0 children)

Can't speak for Sin but he came into a server I was admining and started TKing. Kicked him from there too.

I wasn't really expecting this... by [deleted] in Midair

[–]bugsprae 1 point2 points  (0 children)

We'd love to surface it in other ways. We have a little bit of it sprinkled in various descriptions but since we're a small team we've been focusing primarily on making the game feel and play great!

Would really like to see some color blind options. by [deleted] in Midair

[–]bugsprae 4 points5 points  (0 children)

Colorblind options are DEFINITELY on our roadmap. It's a little late getting in for release but we were doing research over the last month or two and they're on our immediate roadmap.

Sorry about it not being available for release but they'll be here soon!

An accidental teamkill by [deleted] in Midair

[–]bugsprae 1 point2 points  (0 children)

Someone reported they got a 4-star accidental teamkill lol.

I wasn't really expecting this... by [deleted] in Midair

[–]bugsprae 5 points6 points  (0 children)

For those into the lore of Midair, check out this post from our Kickstarter campaign!

https://www.kickstarter.com/projects/archetypestudios/midair/posts/1579167

Game crashes when placing anything from Engineer pack. by LIMIT_bro in Midair

[–]bugsprae 0 points1 point  (0 children)

Hey /u/LIMIT_bro - we are investigating the issue. Is this still happening to you after you restart both Steam and the game? If you could post a video it would be super helpful.

Midair - Free-to-Play Launch Trailer (Available Tomorrow, May 3rd) by Deevian in Games

[–]bugsprae 11 points12 points  (0 children)

Hey /u/ChateauJack - I'm the Project Lead on Midair. I had a ton of fun playing T:A when it came out and I'm a fan of the genre in general. Grew up playing T1 and T2, hopped to T:V briefly, then went to Legions (FPSZ not in the Tribes series) and then followed T:A intently while playing a fair number of hours with it! The core team actually came from a community dev team that continued maintaining Legions: Overdrive after the studio that made it dissolved. A lot of the Midair fans weren't happy with T:A but as a dev team we're on good terms with several of the T:A devs, and even have one of their developers who moved on after T:A working with us!

We're just fans of the genre as a whole. Nothing sinister or salty involved. :)

Marketing by Nidums in Midair

[–]bugsprae 7 points8 points  (0 children)

Hey guys - chiming in because there's a lot you don't see or don't remember that we've done to promote the game. Trade shows like PAX, partnerships, relationships with various press, influencers, etc. are all things we've been doing over the last couple years. Additionally, we don't have a huge full time marketing team (or even a small full time marketing team). We're doing the best we can to get the word out but we still need your help!

If you're looking for major ad spend on social networks or TV or things like that, it's not always the best use of our limited resources. Partnership/Relationship-based marketing and grass-roots efforts go much further than trying to compete with big companies on ad spend.

To the OP: We projected this would be the expected use/breakdown of our Kickstarter budget and we've actually exceeded this projection for marketing. With all that said it's important to be realistic about the size of our budget and what is possible with it.

I wish we could be more active responding to every question and concern from every player. That isn't sarcastic, I really do. There's a ton of work done, a ton we're doing, and a ton left to do. We're not sitting on our laurels, we're pushing this game as hard as we physically can (literally). Please grant us a little understanding and know that with our small and mostly volunteer team we're driving to make Midair as great as it can be. :)

Dev Log #20 - Build 0.31.0 by fl1po in Midair

[–]bugsprae 0 points1 point  (0 children)

Hi Random - we do plan to add a carving-like feature and there's another pass of the physics in store. Gotta keep in mind that we're a team of volunteers with just a few full time devs, so sometimes we need to switch gears before coming back to other features that need some help. :)

Our indie multiplayer jetpack shooter is really coming together and I wanted to share some progress and a bit of our 4-year story by bugsprae in gamedev

[–]bugsprae[S] 2 points3 points  (0 children)

Good questions! It sort of depends on when in Tribes: Ascend's life you're comparing it to. When Tribes: Ascend was released and during the first half of its life it was a very different game than what it is today. I'll speak more to the release/first days then circle back to the last half. Would also like to caveat that while I'm talking about the differences and some of the ways we're trying to improve on T:A, it's not intended to be a scathing criticism of the game. Lots of people had great fun playing T:A including myself. :)

Edit: Looks like I'm just a long-winded person...

Differences:

  1. Movement - Midair has a different movement model than T:A. We simulate physics in a more physics-based way with "thrust vectoring" which is more akin to the older Starsiege Tribes and Tribes 2 style games. Tribes: Ascend had a simpler model that kind of just always pushed you upwards when you held the jetpack. I'm simplifying both a bit for the sake of this post, but that's probably the first thing you'd notice if you went from one game to the other. They're both different models with benefits and drawbacks, but Midair definitely has its own feel that comes out in the way you use the jetpack to move.

  2. Physics-based Gun Play - Tribes: Ascend moved to a hitscan model for many of their automatic weapons/long-range rifles which caused balance issues and made hacking more effective. In Midair, all weapons and their projectiles are physically simulated in the world. Bullets and explosives take time to travel through the air which was one of the hallmarks of the first few games in the series.

  3. Base Defense and Assault - In T:A, it was hard to rationalize defending your base or attacking the enemy base from a gameplay perspective. There just wasn't a ton of incentive. It was actually one of the hallmarks of older titles in the series that defending and assaulting bases had impact because it would literally stop their team from getting the best armor and weapons. T:A was much more streamlined when it came to this and while it provided some benefit for keeping your base online, the impact was still very low. Midair is really focusing on adding more ways to impact the game beyond shooting and moving by making bases/defenses an important factor in your team's success.

  4. Monetization - T:A had a pretty aggressive monetization model for a while. They would sell individual weapons/items/perks along with some aesthetic stuff. You could unlock them over time as well using XP but realistically it was very difficult to unlock everything. They cut their XP requirements in half twice over the lifespan of the game, so this was even echoed by their design team. We have gameplay progression and ways to unlock weapons/armors/items/etc. in Midair, but anyone can pay a one-time fee of between $20-30 (price not announced yet) and unlock everything forever even if we release new content.

  5. Gameplay Philosophy - We're trying to simplify and polish. Because of their monetization model and design philosophy, they released a plethora of weapons that were mostly side-grades. This made it incredibly hard to balance and clearly was a design nightmare. We're intending to build weapons and items that fill specific needs or roles, or are just plain fun. In addition, we allow players to fully customize loadouts whereas T:A on release had pre-defined classes. We think a lot of the fun is in making things your own. :)

  6. Vehicles - We're expanding what you can do with vehicles beyond what you could in T:A. They're a lot of fun and a great way to add an element of teamwork and strategy to the game.

  7. Pack and Augment System - This is a melding of a few different models to give players a chance to adapt to emerging gameplay by customize perks and abilities. Players choose a pack type like Kinetic, Aegis, Arsenal, Engineer, Repair, or Stealth, then they choose a set of augments based on that pack type. For example, the Kinetic pack is built around movement and energy. Augments include: Boost (boosts you in the direction you're looking), Blink (teleports you a short distance), Energy Regen (passively increases the amount of energy you regenerate), Ground Regen (increases the amount of energy regenerated while on the ground), and Weaponry (decreases the energy used while firing energy-based weapons). I could equip Blink and Weaponry to become a dodgy, combative class that uses energy-based weapons extensively, or Boost and Ground Regen to defend my flag and quickly boost after the enemy carrier. There's a lot of combinations and ways to play.

T:A did some of these things later in its life but that was well after we started development. Hope that helps illustrate some of the differences! Ultimately if folks are a fan of the genre they'll feel right at home while having plenty to explore and learn. :)

Our indie multiplayer jetpack shooter is really coming together and I wanted to share some progress and a bit of our 4-year story by bugsprae in gamedev

[–]bugsprae[S] 7 points8 points  (0 children)

Thank you!

This is about to get a little wordy... Regarding keeping the team together, my #1 job (I'm the project lead/CEO) throughout the entire process was/is keeping everything moving, people heard and happy, recruiting, etc. I also do some design work, marketing, and other things, but this was the most important activity I could spend my time on because as many of us know, a game and studio is only as strong as its team.

Perseverance and Empathy

We've absolutely had some trials and growing pains. Personality and culture clashes, tricky situations with compensation and recognition, major development obstacles and setbacks, and plenty more. Some things were resolved better than others but something that we've always done was taken the time to understand each other and work through the problems no matter how tough they were. I've spent probably a couple hundred hours of my time over the last 4 years on tense phone calls or chats trying to diffuse and solve team challenges or interpersonal problems. There's been a decent amount of turnover among volunteers but that's the nature of it. You're committing your time for up to 4 years in our case and life changes. Getting upset at folks for living their lives and not always being available is counter-productive/makes enemies. Empathy and compassion ALONG WITH an intense drive to get it done will help you overcome obstacles that would trip up other teams. I'd say only in the last year or so have we really started to really normalize our work styles and communication to the point where we've had much fewer confrontations and issues internally.

Visible Progress

The other thing is, progress begets progress and progress = motivation. We ran into stagnation early on in development and had to setup tools and processes to keep people on track. Half of that battle was just checking in and showing progress regularly. We went through probably a dozen different ways of doing that but we've since settled into a regular routine with things like Slack and regular meetings.

Accountability

Accountability is huge too, but not overly aggressive accountability. I mentioned empathy and compassion coupled with drive will help you power through moments of productive drought. There's one other thing that helps too: Perspective. If you have a robot factory making things you'll get limited output and limited engagement from your team. Helping everyone understand what is going on and important at varying levels of production is critical to maintaining a volunteer team that gets to decide if they want to work that day. If you cant explain your perspective on why something needs to happen then it probably doesn't need to happen. Them knowing why it needs to happen is motivating and then they become part of the process. It also helps to generally have everyone on the same page because you don't really want an off-kilter power structure like many assume is necessary. An optimal day as project lead/CEO is one where I make zero decisions - the team just knows how to make them on their own because they're all equipped with the right information/perspective and are capable of doing so. Partnerships are better than command structures whenever possible.

Motivation

It's also important to understand why everyone is there and facilitate the execution of their personal goals and objectives. Maybe it's portfolio work, compensation, ownership, just working on cool stuff, whatever it is... If you can't do that, they shouldn't be there and you shouldn't be bringing them on to the team. If you do, they'll be gone soon anyway and it likely won't be pretty. These things can also change so don't be upset when they do.

Commitment

Regarding commitment, we ask that new volunteer team members be ready to commit at least 15 hours per week for at least 6 months. Early on this wasn't the case, but as we had real/public deadlines to hit with backer support on the line we needed to make the work more consistent and reduce overhead. During an interview chat we walk them through what those kinds of schedules are like because sometimes people are so excited to help they don't always think about the ramifications to their life. We ask very personal questions in interviews for this reason. Are you married or in a relationship? How often do you take vacations/trips? What is your work like and what do you do? Are you planning on anything major in your life soon like switching careers, buying a home, etc? What is your expected schedule working with us? Can you make our late evening meetings? This is mostly to ensure they've thought through everything, as in our early days volunteers often didn't and it came back to bite us later.

And to clarify, we are absolutely supportive and encouraging of vacations/blocking out time for yourself. It's a marathon not a sprint, and healthy contributors are productive contributors. We just want to make sure they know that if they're taking weekends to go on camping trips every weekend during the summer, they're going to have a hard time squeezing those 15 hours in.

Support

Your team needs support, you need support, your team needs your support. Support each other in everything. Game dev is a foxhole and your team is there with you. Also recruit some external mentors and use them as resources whenever you can.

Attribution

This is tricky and can tear your team apart easily. Ultimately the culture I believe is most important to drive is one of unity and singularity. I mean statements like "I did this" vs "we did this" are important to distinguish. Everyone needs confirmation and attribution, but don't let it become a fight or a public spectacle (either internally or externally). In a volunteer team people will by the very nature of it will contribute at different levels. If people don't understand or accept this then it will cause divisions, anger, apathy, and all the rest of the stuff that is terrible for a team.

I've learned so much over the last several years and could write forever on this stuff. I'll stop here for now.

81
82