Universal Combat Freeware

Universal Combat is now available as a freeware release, as promised a couple of weeks ago (story). Word from 3000AD is: "Once again, our freeware game is released with no advertising, no nag screens, no expiration date, nothing. Just the full (and patched) single player game as was commercially released in Feb 2004, but with fewer music tracks (the game FAQ shows how players can add their own MP3 tracks) and no multiplayer." The download is available on Atomic Gamer, AusGamers, ComputerGames.ro, FanGaming, FileFront, Gamer's Hell, and Strategy Informer.
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Re: No subject
Jan 2, 2008, 16:32
38.
Re: No subject Jan 2, 2008, 16:32
Jan 2, 2008, 16:32
 
Me thinks your deal with game tap was all you could get most likely.

Thats funny. Especially considering how many zeroes the deal had. You, like most, will probably work your entire life and never - ever - see the bright side of that kind of money. Ever.

Yeah, all indies should be able to do a deal like that and worry about whether or not they can sign the game elsewhere. That goes to show how much you and your ilk know about the business of gaming. When I signed the deal, the payment was enough for me to do an exclusive and not have to release it. Same thing with the BCM deal with EB Games. Another one of a kind deal with high rewards. AND I got to release the game for free when the exclusive expired.

In fact, like BC Millennium, I was planning on either releasing Echo Squad as-is either for free or as a budget $19.99 price point. Either that or just sit on the IP. I opted instead to revamp it and do an SE version so as not to impact the sequel title, Talon Elite.

http://www.3000ad.com/forum/index.php?showtopic=50012384

Armchair speculators never cease to amaze me. Its funny really.

Derek the problem is, anyone can pickup and play WoW, and not be overwhelmed by the keyboard layout, or complexity of the game.

Excuse me, but where did I say anything about the ability (or lackof) to pick up and play WoW?

The point I was making is that a game's UI is dependent on the game's requirement and premise. Whats so hard to understand about that?

WoW is fodder for the mass market. Those playing it, didn't just learn to click on a million+ icons in the first week. It takes time.

My games are sims; which, by their very nature, command a level of understanding and commitment in order to enjoy them for what they are. That sort of level is as simplistic to those who like, buy and play my games, as it is to those who prefer mass market titles like WoW.

For a guy who grew up on sims, right down to every single one EVER developed (e.g. they sold me Falcon 4.0 so many times, I lost count at Falcon 4 : Allied Force) and who has no problems sitting at the keyboard for five minutes cold starting a fighter or who will take upwards of an hour to enter a combat zone at NOE altitude, get shot down behind enemy lines, then go back and do it all again for hours on end - without complaining, you're preaching to the wrong guy. So, tell me, what type of games do you think that I'd want to develop?

Just because two out of five people can't grasp the game, let alone the UI, doesn't mean squat. Obviously its not the type of game for those two people, whilst the other three are just fine with it. Guess what? Its those three people who share my vision and gaming style, that cause me to keep making these games. So, why exactly should I give a toss about the other two people? I'm not some corporation out to maximize a dollar and sell ice to Eskimos in the process. If I was, don't you think that I'd have gone that route by now? I only started the GALCOM series because, as I posted back then, I needed a break and because I wanted to hark back to the old days. Thats a choice I get to make. Why? Well gee, because I can afford it and without waiting for a publisher to Green light a project or cut me a check?

When I signed the final compilation (UCCE currently distributed by Take2), I said goodbye to almost a decade and a half of hard work and nine games. When I started designing the GALCOM series based on my existing tech and such, it was with a view to do something else for a change. Does that mean people are going to stop bitching? No. Do I care? No.

When I read the first preview of BC3kAD in PCGamer, I was in love with your game. When I got the game I was so overwhelmed by the keyboard layout (and sadly bugs), that I returned the game. And even compared to Falcon 3.0 it was giving me headaches.

Given the time and the type of space games which were out at the time, no argument there. But remember, that was back in 1999. Most of us have moved on. So get over it.

While you're at it, show me how many companies are currently making space games. Apart from us small devs and the rubbish coming out of Europe these days, nobody is making them. And those who think they know the audience, don't. Which is why games like Space Force 2, The Tomorrow War, Tarr Chronicles etc have either failed or will fail. Especially when compared to the sales of my - otherwise niche - games. Why? Because I know my audience.

People think that by dumbing down a game, its going to make it better. Well, I'm here to tell you that they're wrong.

Heck, blockbuster games with supposedly great and accessible UI are failing left and right, while studios and publishers either go out of business or are bought out, and you want to lecture me about whats good for my games? LOL!!!

Am I saying to dumb down the game? No. I am suggesting that you rework it so that anyone can pick it up and play it, but the more time you spend with it the easier it would be to understand the dept of it as well.

Again, I don't care about that. I have an audience for my games. I'm not out to please everyone, so that notion about reworking it so that anyone can pick it up and play is lost on me. I have no interest in that. None.

To pluck out of the Duke Thread -
What the hell you posting on a Duke thread for Smart?

...uhm, because I never saw a train wreck I didn't love?

Even when he is the conductor

hehe, nothing like a good wind up to kick start the New Year.

These tools think - and actually believe - that they're actually hurting my feelings, impacting my games or such. If only they knew. If only they knew.
This comment was edited on Jan 2, 16:39.
Game developers are just human beings who happen to make games for a living. If you want to hold us up to higher standards of conduct, then go ahead
...but don't be surprised if we don't uphold them
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