Three Months and Counting

It has been 3 months since Arcadecraft first went on sale on Xbox Live!

Sales have passed 30,000 and briskly heading towards 40,000 copies now that the game is on sale for 80msp. At that price we are getting a 91% conversion rate as well so for every 100 trial downloads we are getting 91 sales! We thank you guys for all of your support! Without such a great community of players AC wouldn’t be what it is and what it will be. Thank you for all of your emails, comments, tweets, etc. We read all of them and try to respond as best we can.

In regards to the next content update, rest assured it is coming along. The biggest holdup to the process, though it sounds ludicrous, was that I was struck by terrible seasonal allergies that made the month of March a near complete creative write off. While Sam was happily coding away building in the features for the game, I was clawing my eyes out and falling asleep at my desk. Since April production has ramped back up and I’m doing my best at playing catchup. Thank you for your patience and don’t plant alder trees.

We want to talk about the PC version of Arcadecraft as it is one of our more requested topics. To start off, here are two screenshots straight from the PC version as it stands right now.

PCVersion01

PCVersion02

As you can see, there are no characters in the scene and the UI is still Xbox controller centric. On the positive side, you may notice that the UI is full 1920×1080 without a hint of upscale. This doesn’t even represent what we could do with a true PC version as most of the source textures in the game are also available in 4x the resolution you see here.

This brings us to Steam Greenlight which is where you can currently find PC representation of the game. Arcadecraft was put on Steam Greenlight back in October of 2012. In the first week the metrics were looking really positive, surpassing our first game, Orbitron: Revolution quite easily. Unfortunately they dropped off rather quickly.

When Arcadecraft was released on Xbox 360 and media picked up on the game we saw an increase in Greenlight views again though nowhere near the scale as when it first appeared.

Seven months since Arcadecraft was put up on Greenlight, it isn’t any closer to becoming available on Steam. It is sad and unfortunate for us and for the people who really would like to play it. We put a lot of work into writing the game so it could port to PC given the money and time. However we have to maintain a responsible and sustainable business and we cannot pin our hopes on the game passing through Greenlight sometime in the far future. To that end, we are pulling the game from Greenlight on the 16th of May if it doesn’t make progress and move into the top 100.

You may think that setting a hard date and taking away the game is simply childish and a ploy for attention. We can see how you might come to that conclusion but I’ll do my best to explain why this is happening.

If we were to continue development of Arcadecraft for PC and bring it to a completed state we believe that it would take about five to six months of development and approximately $22,000 to cover overhead and raw costs alone. That doesn’t include any salary for us. So nothing towards mortgages, families, or other personal financial responsibilities.

This time and money would go to adding mouse support, building the PC UI, full graphics options, rebindable keyboard, character models, character textures, character editor UI, online integration, platform testing, and many other issues.  Without a guarantee of distribution and sales that cost is far too much to bear. It is also unfair of the Xbox version to carry the costs of the PC version as it was done on its own budget for its audience. It also represents the brunt of the actual income the company makes.

Why not go Kickstarter? Well we are a Canadian company and Kickstarter is unavailable to us unless we bring in a US middleman. We would much rather have every dollar of support pledged go toward the game instead of helping the middleman with the added tax burden they would take on. Also, without a guarantee of a sales portal after the fact the cost would have to include a salary for us, pushing the total a lot higher.

Please remember that Firebase Industries is only two people, Sam and myself. As Arcadecraft is winding down we have begun preproduction on our next game as well as entertaining other business opportunities. Once we start full production of Game Three in a couple of months, we are not going to stop until it is finished.

You may ask why we make games for the Xbox 360 instead of anything else? Mostly because we find it is the easiest route.

  • First, the XNA framework, C#, and the Sunburn Engine all give a really nice headstart to development.
  • Second is that it is a single sku platform. All Xbox 360s are essentially equal and you can guarantee the controller for the primary input device.
  • Third is that as long as we don’t make anything offensive we are guaranteed a spot on the Xbox Live Indie Games Marketplace as well as a chance to land on Xbox Live Arcade if we can get our quality, contracts, and dates aligned with a publisher.

Other options for development for us do exist and we may be pursuing iOS, Windows 8, Next Xbox, PS4, Ouya and other platforms in the future depending upon details of how open their marketplaces remain or become. Also, matching the game with the right financial model is important to us as there is a distinct and real shift taking place in the game industry.

In closing we are just as disappointed as you are that a PC version is an unlikely reality. We think it is a great match given the success and audience for UI centric, Tycoon style games on the platform.

On the other hand, the response to the Xbox version of Arcadecraft has been phenomenal. We had a ton of fun making the game and continue to work on updates for it. Best news of all is that our third game has started and we hope it is something you are going to enjoy! It will also port a lot easier to multiple platforms.

Insert 80msp to Continue

Arcadecraft has hit a grand total of 30,000 sales on Xbox Live! As a result of hitting such a big milestone we have put the game on sale for 80 Microsoft Points ($1). Please tell everyone you know!

Thank you to everyone who has bought and supported the game thus far! We really appreciate the feedback we have gotten and look forward to the next update. We will be posting new images late this week or early next week, showing you what you can expect!

 

Moving Forward

We are moving forward with Content Update 2!

This content update should bring the new, larger arcade into the game! With a bigger space to play in we plan to allow the player to have another 10 machines in their arcade which means that we will be offering another power upgrade to purchase. It also means adding color and material customization options for the new space.

We are also looking at feedback from the community, and as a result we are looking at getting the storage room functioning differently, so machines in storage do not take up space in your arcade. It also seems many players are finding the game too easy so we are going to look at the balance in the popularity of given machine genres.

In addition we are possibly adding a new machine type and another year to the simulation, which means another 12 machines including an import machine as well.

The original Roadmap has about 2 months worth of work in it and we don’t think you want to wait that long for new content. Instead we will be doing about 1/2 of it and trying to get content to you sooner. We will update the Roadmap page in the next few days as we get more clarity on our completion dates.

We are also happy to announce that Xbox Live Indie Game, Bad Caterpillar is in the current version of Arcadecraft. If you have bought Bad Caterpillar already it should give you access to a code for use in Arcadecraft to unlock the cabinet! If you haven’t bought it, go check it out as it is a fun modern retro throwback to the era that Arcadecraft takes place in!

Just like Orbitron: Revolution, the Bad Caterpillar cabinet is able to be deployed anywhere in the timeline for a good income boost!

As a reminder, if you are intersted in Arcadecraft on PC the Greenlight Page needs a lot of love!

http://steamcommunity.com/sharedfiles/filedetails/?id=101948773

Thank you for supporting Arcadecraft and please continue spreading the good word about the game!

 

 

Content Update 1

Content Update 1 for Arcadecraft has gone live!

This update includes:

  • 6 new arcade cabinets
  • 1 new arcade cabinet manufacturer, “Load”
  • 2 new music tracks in the Jukebox.
  • Jukebox fixed so it properly cycles music.
  • 16  8-bit ambient jingles for the arcade machines
  • A new animation when you kick out the Angry Gamer
  • 1 New wall customization colour (purple)
  • 1 new pillar customization colour (purple)
  • Controls on the isometric angles changed/improved.
  • New props and artwork surrounding the Arcade.
  • Neon changed slightly to be more glassy and visable.
  • Hot Square now flashes and makes a sound as it is about to disappear.
  • Support for 5000 scores on the scoreboard.
  • Scoreboard now has your current date and current gross in addition to your best Gross.
  • Alex Hoarder Code 4 sales bug is fixed we think.
  • Alex Hoarder will now not try to buy the same game off you over and over.
  • French region Code 4 Stats bug fix.
  • A “Classic Medal” UI element in the top hud when you have a “Classic” machine selected
  • Alex Hoarder
  • Tweaked payouts depending on machine settings.
  • Start button cash drain exploit fixed.
  • Fade to white changed to black when viewing machine info.
  • 6 new “Milestones” (Faux Acheivements) to try to get.
  • Polar Diver fixed to look like a proper Camping Machine.
  • Various bug fixes and art improvements

We highly recommend you only get the update if you want to start a brand new playthrough of the game. Please contact us if you notice any strange behaviour in the game!

 

Now Loading

Before we head into the weekend we thought we should update players on where things are at with Arcadecraft. We have added all of the small proposed features of the mini update that we discussed a few posts back. In addition we are adding in the “Current Gross” Field back into the scoreboard so the “Date” field makes more sense.

We are now simply testing and balancing the game, hoping to deliver a crash free experience. Ideally the update will enter Peer Review on Tuesday.

We are happy to show you a small teaser of a few of the new machines. Here are 3 of the 6 we have added. There is a new Manufacturer called Load which has two new games. One of their games, Dojo Duel, adds the fighting game genre a lot earlier than before. Camping has added 2 new games with Forti and Neutral getting 1 each.

DojoDuel

There is a larger feature that we have implemented but are hoping to save for when we deliver the update to you!

Keeping Score

While we are writing this there are now 1431 scores on the Arcadecraft Scoreboard! It has been steadily increasing since the game went live at around 215 new scores per day. It is really great that so many people have been playing the game and enjoying it.

There are also some pretty amazing numbers up on the board, with Random Fires being the first to $1,000,000! It also seems a good deal of players on the board are also in the high six figure range which is pretty awesome to see! It more or less proves that many people really understand the game mechanics.

However, there have been a few people confused or concerned when it comes to how the scoreboard is represented, and we don’t really blame them.

As crazy as it sounds it took us a while to nail down what we wanted to do with this tracking system and in the end we probably settled on a design that didn’t really work and got a bit worse when we took out one of the more important features.

What the current design is:

The Gamertag of the player, the date of their CURRENT game, and then their best total gross in a single playthrough.

This creates confusion as it seems as though a player in May, 1981 has $500,000. That simply isn’t the case.

What the design was meant to be:

The Gamertag of the player, The name of their arcade, the date of their current game, and their best total gross.

As we approached the end of version 1.0 of the game we got concerned that the swear filter wasn’t strong enough and there were ways a person could be clever (or obvious) and get around it, so we hid the arcade names which kind of broke how the date works in terms of design.

If you were tracking a good player and they had “Hamster Arcade” and made $500,000 by the end of the game, and then you saw that they changed the arcade name to “Laser Arcade” and were currently on Feb of 1982, you would mentally know that they opened up a new space and were going again.

Since the arcade name got dropped the confusion got worse, even though it probably still would have been confusing anyway. We needed to keep the date active as well otherwise all of the dates would simply represent the end date of the game, and then no one would know if that player had restarted their playthrough.

What the design really should be:

The Gamertag, The name of their arcade, the date of their current game, their current gross, and their best total gross.

That way you could see if a player had a chance of beating their best total gross in their current playthrough.

Now there isn’t enough room on the current board for all of that info, but there is if we drop the column where the arcade names would have resided, and we may do that sooner rather than later.

Arcadecraft Now Available on Xbox Live

Thats right! Arcadecraft has been released and is on Xbox Live Indie Games for download!

CLICK THIS LINK TO BUY!

The full press release can be found here: http://firebase.ca/press/

New screenshots can be found here: http://firebase.ca/arcadecraft-screenshots/

We hope you enjoy it! We also really want to hear your questions, comments, or strange things you found in the game so go to the contact page and email us.

Boot Up Sequence

We thought that we should give people an update on how things are shaping up on Arcadecraft!

Arcadecraft was put into Peer Review about two weeks ago on the Microsoft App Hub. It was sitting at 91% through the process after about 5 days of being available for App Hub members to test out. During this time, one reviewer found a problem in how the game handles memory (it runs out). The issue discovered was quite rare, and only reveals itself after around 3 straight hours of play.

In a bit of a panic we went looking to see what was causing the problem with the game that we thought we had previously solved a few posts back about optimizing our artwork. Turns out that the way we went about handling our assets caused an incredible memory bloat. Once it was known we did an 18 hour or so mad rush of work where we were able to solve the memory problem completely! In fact it solved it so well that there is now room left over for a good 30 or so more machines in the game, that we can add if/when we do an update! The savings were also so great that the overall game smoothness has been improved and we were able to load certain higher res textures back into the game!

However, as it was unknown what would happen if the original build hit 100% in Peer Review and we had the updated fix available in the meantime we decided to pull the previous build from Peer Review. This caused a full week penalty from being able to submit the game to Peer Review again! We did this simply because this new build is the far better experience than the older one and we would much rather you play something that isn’t going to fail on you.

Well, the week long penalty is over and Arcadecraft has once again returned to Peer Review! If it is able to pass through the process by Monday or Tuesday you may be playing the Xbox 360 version of the game as early as the 31st of January! We certainly hope this is the case and if so you can expect a press release, new media, an updated FAQ, roadmap, price, and a game to play!

In other news, last weekend (Jan 19th) Firebase Industries attended the Vancouver Film School Game Design Expo. At the event we had a table set up with the latest build of Arcadecraft as well as Orbitron: Revolution! A great time was had and we talked to a good number of people about our games and recieved some fantastic feedback!

GameDesignExpo

Arcadecraft Cover Art

This is what you should see appear on Xbox Live Indie Games in the near future!

ArcadeCraftCover

We are in the final stages of playtesting and moving into Peer Review within a few days. All being well Arcadecraft should become available soon!

Thank you for following development of the game! It has been a little over 10 months since we started and can’t wait to get the game in your hands!

Arcadecraft in Playtesting

Arcadecraft for Xbox 360 has entered the Playtesting phase on the AppHub site for XNA members! We are already getting all kinds of really good feeback about the game and how the design goals are being communicated to the players.

Some content is still being added to the game as well to help reinforce certain game mechanics and completely flesh out the visuals. Studio X is once again supporting us with in game audio and much of it has been integrated so far. We recently modified the camera so that it can pitch up and down, getting you closer to the action! Everything is coming together really well and we can’t wait to get the game in your hands!

Thank you for your interest and support of Arcadecraft!

NewGames

Here are some new cabinets that have been added recently!