📜 ⬆️ ⬇️

The history of creating one game, or Everything that does not kill us, makes us stronger

Hello everybody! A year ago, on 13.6.2016, we launched our project.


The first birthday, a year behind, we remember how it was ...

What did not happen this year alone, we had to go through a lot: successes, joys, bases, intrigues, disappointments, etc. etc. Everything would be fine if we had the experience of creating games. We could have avoided much on our way. But we didn’t have experience, we didn’t have knowledgeable mentors or advisers either, we all learned about ourselves and also scooped information in various forums where indie developers shared their experience and gave advice. But, as it turned out in practice, not all, not all tips are universal.
')
We decided to recall how it was, and to publish, so to speak, the chronology of the most, in our opinion, significant events, both good and bad.

In front of each event, we put down the signs + and -, which means the event was positive or negative.

How it all began


Our small development team is out of gamers. We played World of Tanks Generals. When in April 2016, the WoT Generals team announced that their project would no longer be updated, we realized that we were losing the world in which we wanted to live. It was necessary to create your own.

And we created it!

But cloning is not our way. Pushing off from the idea, the team made its own completely original project. Of course, it was not without problems and difficulties - and who is it easy?

- 04/15/2016 Learn about the suspension of the game WoT Generals.

+ 13.6.2016 An idea to create your own game, a browser version of CCI in the setting of the Second World War, appears. We discuss the budget in + - 50 000 rubles. Of their own in the team - the ideological mastermind, the designer who began work on the interface, two mechanics, a translator to localize the game in English and several people who invested their personal savings. On freelancing we find a programmer and an artist for images on cards.

Getting started! All are full of positive, we are already starting to take profits, we advise which one is better to buy a car, a house, a yacht, where to go to relax and where to invest profits. Well, why not, we are developers?

The first difficulties and the first joys





Our first priority was to see if our game was interesting to people. Many offered us to buy votes and go through GreenLight, we refused. Moreover, we even acquaintances who decided to support us, asked not to vote. Our goal was not to go through GreenLight by any means, our goal was to look at the true state of things around our game, we did not want to engage in self-deception.


Beginning of work






Wings interfere with walking, and the halo does not allow to sleep at night. We begin to realize that we are cool developers. We agree on a set of holy rules, which consists of just one rule, so to speak, a set of one holy rule, which says that even if the GIANTS of the gaming industry, who issue AAA games, will offer us millions of dollars (and they will offer us them) we believe in this, a matter of time) for the fact that we sell them the rights to our masterpiece - we will not agree, we will not even discuss and bargain!

Accomplishments and wrecks


It's amazing how much can happen in one week.







Plans change


We decided to tabulate the events that followed the appearance of the news site.
StatusdateEvent
-5.8.2016We understand that the game will cost us much more than we
originally planned. It is understandable, requests and desires for the game, too
have grown up.

-8.8.2016From the project leaves the programmer who worked on
browser version of the game.

+9.8.2016We have a page in the store Steam.

+11.8.2016We change the design of the game by almost 90%.

+08/16/2016On freelance we find a sound engineer and order the first tracks.
(menu and boevka).

-08/18/2016The team leaves one of the two mechanics.

-08.22.2016Cancel Alpha test.

+07.27.2016The first draw among subscribers of VKontakte group.

+5.9.2016Open registration for alpha test.

+9.9.2016We inform that the alpha test takes place inside the team and instead of
it will immediately be a beta test.

+9/9/2016We decide to introduce double indicators in the game on the maps.
“Strength” - “Armor” and “Damage” - “Armor”.

+03/15/2016The first video of the updated design of the game.

+9/17/2016We present the music track (Main theme / menu) for the game.


Forward and only forward!


So we thought, what the events were convincing us.
StatusdateEvent
+9/19/2016On the eve of the PTA we send out press releases.

+9/21/2016We are beginning to publish on various portals, including
several major and well-known gaming sites.

-9/27/2016First stream / interview.

+10/3/2016In our group VKontakte 500 subscribers.

+10/5/2016We present the first souvenirs (mugs).

+10/6/2016We present a music track (boevka) for the game

+10/11/2016We present collectible cards for Steam.


But 10/23/2016 Fortune turned to us the place that is not accepted in decent circles. What happened? And that's what. The programmer announces to us that the game is not ready. Later it turned out that he did nothing at all, just fool us and several times a week sent a fictional report on the work done, deceived us for two months. And we, the naive, believed that his work was in full swing, did not insist on intermediate shows. We worked without a contract, on trust, so there is nothing to show, the blessing at least returned the prepayment.

It is difficult to convey our state, to say that we were disappointed - to say nothing. It took several days to recover and decide what to do next: put an end to it or start virtually everything from scratch.

We made conclusions and 10/23/2016 decided that the first thing to do is to draw up and sign an agreement, only then begin work with the performers, no more option “on trust”.

Starting from scratch


In two days we find a new programmer, the price of his work is high, but we decide to get the first working assembly as quickly as possible. We schedule the work, we approve, and he starts to work. What's next? And then - again, work, and again the table.

StatusdateEvent
+10.25.2016Opening a new site / forum.

-10.27.2016We inform that in connection with the setup of the previous programmer
PTA is canceled.

-11.11.2016Getting started “Developer Diary” with process reports
create games.

+11.11.2016We hold a competition for the best "obzyvalka" based on the name
Heroes of Card War.

+11/13/2016We refuse the full name of the game (stop publishing it)
in favor of "obzyvalki" abbreviations HoCWar, easy to remember and
sounds nice:-)

+11/13/2016We enter access packages.

-11.11.2016The team leaves the second mechanic.

+11.11.2016We find new mechanics, two people, not lovers,
and professionals in the games of the KKI genre. They get acquainted with the inheritance
previous mechanics and make their adjustments for the better.
First of all, cancel the double figures on the cards and return
this case is a familiar and easy for all option "Damage / Health"

+11.11.2016Moving site to international domain, .NET

-11/08/2016In Steam, there is an update that essentially cancels
starting ads for new games. We understand that because of the setup
the previous programmer who threw us with the game - we were late
and now there will be no advertising.


Know-how that shook the world of Hockwar


+ 11/25/2016 Mechanics invent “know-how” in CCI, to introduce “Fog of War” this is not yet in one CCI. We start working on this. (Each player can see his own set of cells. The player cannot observe whether a unit is located in a hidden cell or it is empty. Visually, such a cell on the field is represented by a gray cloud. In general, the player sees the cells in which his units and neighboring cells.)

+ 1.12.2016 We come up with a “know-how” on the boosters in the game. (Instead of the usual boosters, where after the purchase, players get the number of cards that are in the booster, in our boosters there is a mixture of excitement and luck. We offer the opportunity to choose a certain number of cards. Choose a booster with 5 cards - you can open any 4 cards. 11 cards are available from 15, 23 cards from 35 are available. Each card boasts guaranteed premium cards. Guess the player’s premium cards or not depends only on luck and magic rituals believe in many.

And here are the next advantages - December 1, 2016 we present our first advertising art, and December 3, 2016 - the first stream on which we present the gameplay of the game. Our mechanics play several games, talk about the process of creation, share plans.

New Year's gifts and not only ...


December turned out to be generous with both a plus and a minus sign:





















Work is in full swing


After the New Year holidays we are enthusiastic. We struggle with bugs until the money runs out. More details? Well, the details - in the table.
StatusdateEvent
+11.1.2017Introduce the bot into the game.

+13.1.2017Partial interface update.

+17.1.2016BIG distribution of access keys, 303 keys.

+19.1.2017We present the design of "Simple cards".

+25.1.2017We order the chevrons in the form of the game logo.

+3.2.2016An in-game store appears in the game, which means that we
we can translate the game into free access and start MBT.

-11.2.2017We understand that one programmer can not cope, too much
bugs and other work. We begin the search for a second programmer.

+15.2.2017Returning to the issue of translation and localization.
We are negotiating with a mechanic who temporarily did this, and now
He will constantly work in this direction. Didn't have to run
again on freelancing and looking for another employee.

-15.2.2017Our designer is trying to throw us, by blackmail to get
with us money. We do not go on about.

-18.2.2017The designer leaves our team and makes a complaint to Steam,
which indicates that we use his work without his permission.

+19.2.2017We go to freelance to find a second programmer. People start
respond, but looking at the code - refuse.

-21.2.2017We temporarily block the game on Steam. Needs to be replaced
in the game almost all the graphics.

+21.2.2017We decide that from now on not even a significant trifle
ordered from third-party artists - we will fix through
contract in order to avoid later claims or blackmail from dishonest
performers.

+23.2.2017We find designers on freelance, we don’t want to waste much time,
in this connection we take not 1, but 5 people. The process of creating and
replace 95% of the graphics in the game.

+26.2.2017Searching the second programmer results appear.
Of the more than 15 willing - a few people agree to take on our
project. We choose in our opinion the most sensible (as practice has shown,
not lost, still with us).

+ -27.2.2017Us leaves the previous (main) programmer.

-29.2.2017We will find out why the previous programmer left us.
(in the jamb code on the joint).



Crowdfunding - we dare. Strange Steam Story


In April, we started preparing for a crowdfunding project: we calculated the amount, wrote down what needs to be done, thought out a reward. Our actions:





And - new difficulties:


Generally, an interesting story. We sent a request to Steam and asked to transfer our game to a free distribution, Steam administrators asked us the question "What advantage will players who have purchased the game have for the money?" Frankly speaking, we did not expect such an outcome of the cases and were not ready for it. From the very first days, we indicated that our game would be Free-to-play and even in the information about early access we clearly stated “At the time of the MBT and after the release, the game will become Free-to-play, but there will be an in-game store” and all the players who acquired our game - 100% knew that in the end the game will be distributed free of charge.

And finally, on 25.4.2017, we are launching a crowdfunding project on a boomstarter.
Next is our favorite table.
StatusdateEvent
-26.4.2017The previous designer again submits a complaint to Steam and we repeatedly
block the game.

+27.4.2017We are threatening the previous designer with a court for defamation, and he
withdraws his claim to Steam.

+28.4.2017We remove the lock on Steam.

+29.4.2017We begin active work on the abilities of cards.

+3.5.2017Steam translates the game into a free distribution. Getting MBT.
(Free transfer resolved. Steam moderators first offered us
return the money already to those who bought the game, then agreed that everyone
who bought the game for the money, we are in compensation to the players,
who will receive the game for free - give them one in the future
from paid DLS - for free. What to do, probably, it is fair.)

+6.5.2017We present another type of cards, the simplest - the soldiers,
the image on which is stylized as a pencil drawing, in
black and white.

-13.5.2017We understand that we flew with a crowdfunding project on a booming starter.


Investor search and further work


Since crowdfunding did not produce results, we decided to look for investments. May 2017 turned out to be quite saturated:












June. Summing up


June is not over yet, so there are few events - but all are positive:



Summing up, counting the pros and cons:



As we see, even with such a large number of negative points, there are more positive ones, although it must be admitted that some negative ones by their significance far outweigh the positive ones. Here we have such a difficult and very diverse year, we hope that all subsequent years will be much more positive and the number of pluses will be much more than the number of minuses. However, there will always be cons, where without them, as they say, “bypassing the next rake, we are losing precious experience.”

We still have a lot of work, many plans, ideas, etc. In principle, we have everything to implement them: the team, experience, funding, the desire to work, and if no global force majeure happens, then we will succeed - well, at least we want to think so.

PS We do not pursue the goals of anyone to specify or insult, that is why we did not mention the names of those who, in our opinion, turned out to be dishonorable and for this reason left our team. It may seem that we have a problem organization system or project organizers are dishonorable people, because of which some comrades left the project. But no, everything is exactly the opposite. All the people who left our project at various stages are mostly dishonest performers, most, but not all.

At the time of the start of the project, we, unfortunately, did not have experience in creating games, and we increasingly believed, hoped, etc., did not even sign contracts with anyone, as a result we were substituted, in a word, exceptional comrades came across. It was probably worth it on the same freelance or on other sites where game developers communicate, to write in detail who and how relates to work, in order to protect others who may turn to them for services, but this is another story.

Having passed the hard way, we earned experience that helped us, albeit with difficulty, but to assemble a strong, organized and serious team, each person in whom is a serious and decent performer, we can vouch for each team member, because they are tested by time and , most importantly, in deed. We hope that we will continue to be a friendly, organized and serious team.

Sincerely, the development team.

Source: https://habr.com/ru/post/331140/


All Articles