YAY! i am so happy. I am not totally happy with the press release, but it seems it is all i am capable of. I tried hard to make it sound brash and a bit overbearing. Though i think i failed a bit on that count. I did manage to get some commentary in there and a few challenges. I hope they come off as a bit pushy. More than likely noone will care too much either way what i write. It does of course announce for the first real time the competition i will be running for A Shooter...
So without further Ado, here is what i have currently.
Contact:
Email: info@sorcerygames.com
Website: http://www.sorcerygames.com
Los Angeles, CA. -- September 24, 2010 – Sorcery Games (http://www.sorcerygames.com) announces their latest release for the Xbox 360. ‘A Shooter’ is not surprisingly a side scrolling shooter.
Finding shooters hard to get into? The starting difficulty too hard? Then you need to play A Shooter on your Xbox 360. This game starts off in a measured way to introduce novices to the art of side scrolling shooters. Later as you achieve Mastery of the shooter elements it packs the screen full of interesting and daunting enemies to crush.
The aim of the game is simple… to Power up your ship with the abundant powerup containers and blast the enemy spaceships into oblivion. Sounds simple we know, but the game has beautifully balanced gameplay for novices to pro players. Feel that sense of worth build as you battle End of Level bosses and defeat their overconfident attack plans. Think you are good enough to take on the final level and the End of Game Boss that inhabits it? I challenge you to try.
With carefully crafted gameplay to handle 2,3 or 4 player cooperative modes, you know you can have a blast with friends and family. And those friends can help you proceed further in the game. The game boasts excellent friendly features such as Permanent powerups, Infinite level restarts and lots of enemies to take care of.
You can get all this for only 80msp and it comes with smart bombs, Woah! That is astounding value in any monetary system!
And there’s more. Think you are already a shooter God? Then put yourself to the test and show everyone just how good you are with the Global High Score sharing in the game. Can you be top of the Global chart?
COMPETITION
SorceryGames would like to challenge players to be at the top of the Global High Score table to be eligible to win exclusive prizes. For more competition information and rules go to www.sorcerygames.com/ashooter_competition.html
Whaddya think?
Showing posts with label release. Show all posts
Showing posts with label release. Show all posts
Thursday, September 23, 2010
Saturday, September 4, 2010
Screenshots, so how many?
How many screenshots do ya think would be a good number ?
I guess it will depend on what ya want them for eh? Good question. Well i need 4 for the XBox Dashboard when my game is live, so people can see soemthing about the game. I also need some for my Press Pack.
So lets see, that really means the question is how many for the press pack? I was thinking maybe 12-20. Seems like a lot 20, but then if several review sites want to feature my game (c'mon, it could happen!). Then i want them to have a choice, so not all sites show the same exact gameplay pictures. Hmm. So 20 seems good. Total then is 24 pictures.
So how many should i take before wittling them down to just 24?
This is where i went OTT i think. I took 300 screenshots as i played through the game, from the start of the game to the end. though now i realise i have no menu or title page screenshots, haha! Then i had to go through them and pare it all down. 24 is a low number compared to 300. This has taken me a while, but i have managed to reduce the number eventualy. Though it now resides at 49 screenshots. BAH! There is no way i can get that number down. Those pictures each tell a story of one craft battling against the multitudes and winning. DANG, now i realise i need pictures of multiplayer, lol. Guess i am not done with this yet after all :|
More after my family and I get back from a quick vacation doing some RVing out at El Mirage and riding our off road bikes.
G'night
I guess it will depend on what ya want them for eh? Good question. Well i need 4 for the XBox Dashboard when my game is live, so people can see soemthing about the game. I also need some for my Press Pack.
So lets see, that really means the question is how many for the press pack? I was thinking maybe 12-20. Seems like a lot 20, but then if several review sites want to feature my game (c'mon, it could happen!). Then i want them to have a choice, so not all sites show the same exact gameplay pictures. Hmm. So 20 seems good. Total then is 24 pictures.
So how many should i take before wittling them down to just 24?
This is where i went OTT i think. I took 300 screenshots as i played through the game, from the start of the game to the end. though now i realise i have no menu or title page screenshots, haha! Then i had to go through them and pare it all down. 24 is a low number compared to 300. This has taken me a while, but i have managed to reduce the number eventualy. Though it now resides at 49 screenshots. BAH! There is no way i can get that number down. Those pictures each tell a story of one craft battling against the multitudes and winning. DANG, now i realise i need pictures of multiplayer, lol. Guess i am not done with this yet after all :|
More after my family and I get back from a quick vacation doing some RVing out at El Mirage and riding our off road bikes.
G'night
Labels:
number,
press,
release,
screeshots,
xbox
Monday, August 23, 2010
Still No Release Control for Xblig
Here i am working on closing out another game. This means that i am close to putting the game through a final (i hope) Playtest review and then onto the Peer review. Once through that it is onto the marketplace. Once again without any idea or control of just when it goes live.
This game is going to be more of an issue than my previous ones. Mainly because i am setting up some competitions to run for T-Shirts and hats. However it is difficult to launch those comps when you don't actually have a good control of when your game will go live. It has been asked for of course and i know Microsoft are looking at it (ok, i don't but i hope they are :). If i could pass Peer Reveiw and then have 14 days or so before it auto releases, that would be awesome. I am sure most of the people that publish on Xblig couldn't care less when their game goes live. Then there will also be the people that feel friday night is the best time to go live (they will be playing with fire for that one though).
My reason for needing control is of course that when my PAID FOR press release goes live and i announce my competitions, it would be nice for people to be able to find the game on the 'only chart that matters' the new releases list. If the game goes live several days before my marketting gets out, then i will already be way down the list thanks to crapps and barelygames. This is not ideal. Not that i need perfect of course.
I just need a bit of help, i put so much time and effort into the marketing and extras and a lot of that effort could be wasted depending on random factors.
Maybe the situation will work out well, and maybe next release will have some kind of control... Time will tell.
Laters
This game is going to be more of an issue than my previous ones. Mainly because i am setting up some competitions to run for T-Shirts and hats. However it is difficult to launch those comps when you don't actually have a good control of when your game will go live. It has been asked for of course and i know Microsoft are looking at it (ok, i don't but i hope they are :). If i could pass Peer Reveiw and then have 14 days or so before it auto releases, that would be awesome. I am sure most of the people that publish on Xblig couldn't care less when their game goes live. Then there will also be the people that feel friday night is the best time to go live (they will be playing with fire for that one though).
My reason for needing control is of course that when my PAID FOR press release goes live and i announce my competitions, it would be nice for people to be able to find the game on the 'only chart that matters' the new releases list. If the game goes live several days before my marketting gets out, then i will already be way down the list thanks to crapps and barelygames. This is not ideal. Not that i need perfect of course.
I just need a bit of help, i put so much time and effort into the marketing and extras and a lot of that effort could be wasted depending on random factors.
Maybe the situation will work out well, and maybe next release will have some kind of control... Time will tell.
Laters
Labels:
a shooter,
competitions,
control,
release,
XBLIG
Monday, July 26, 2010
Press Release for the Kickstarter Project
Here is what i have been working on the last several days. Yeah, several, ouch! Anyway i am happy with the way it has turned out. Laters!
A Shooter Kickstarter Project Launched Press Release
FOR IMMEDIATE RELEASE
Contact:
Email: info@sorcerygames.com
Website: http://www.sorcerygames.com/
Los Angeles, CA. -- July 27th, 2010. In the search for alternative funding Sorcery Games (http://www.sorcerygames.com/) has started a Kickstarter project. For those in the know, Kickstarter.com is a place where creative projects can look for funding. Whether you are after making your first CD or trying to start a web channel dedicated to kids, Kickstarter has it all.
The recently launched Sorcery Games Kickstarter project called 'A Quality Shooter' is for it's new game 'A Shooter'. A game currently in development for the Xbox 360. This new kickstarter project is designed to help Sorcery Games extend the development cycle and increase the quality and scope of the game. A Shooter is a side scrolling shoot-em-up that brings arcade style gameplay, along with cooperative multiplayer support. It is a beautifully crafted experience that holds lofty goals for it's balanced gameplay. With not only single player, but also 2, 3 and 4 player balancing worked on for several months. Funding will allow the game to get bigger and better. The most exciting feature addition will be the support of online multiplayer.
The Project offers rewards in return for small portions of funding. This means you get stuff for your money. Go check out the project and see the amazing rewards offered by Sorcery Games. From simply having your own copy on the PC with your name in the credits, to having a PC version of the game complete with all your own graphics. Some of the rewards would make a great gift for any gameplaying kid you know. If you really want to impress your son or boyfriend you have an option of sending in a photo to be used as a collectible in the game.
Go check out the 'A Shooter' Kickstarter project at 'A Quality Shooter on www.Kickstarter.com (http://tinyurl.com/37mu3cl)'
About Sorcery Games:
Sorcery Games has been making Xbox Live Indie Games since 2008. Their catalogue includes a variety of creative endeavors, including arcade style games and children’s books. Quality and originality are key components in the Sorcery Games portfolio.
A Shooter Kickstarter Project Launched Press Release
FOR IMMEDIATE RELEASE
Contact:
Email: info@sorcerygames.com
Website: http://www.sorcerygames.com/
Los Angeles, CA. -- July 27th, 2010. In the search for alternative funding Sorcery Games (http://www.sorcerygames.com/) has started a Kickstarter project. For those in the know, Kickstarter.com is a place where creative projects can look for funding. Whether you are after making your first CD or trying to start a web channel dedicated to kids, Kickstarter has it all.
The recently launched Sorcery Games Kickstarter project called 'A Quality Shooter' is for it's new game 'A Shooter'. A game currently in development for the Xbox 360. This new kickstarter project is designed to help Sorcery Games extend the development cycle and increase the quality and scope of the game. A Shooter is a side scrolling shoot-em-up that brings arcade style gameplay, along with cooperative multiplayer support. It is a beautifully crafted experience that holds lofty goals for it's balanced gameplay. With not only single player, but also 2, 3 and 4 player balancing worked on for several months. Funding will allow the game to get bigger and better. The most exciting feature addition will be the support of online multiplayer.
The Project offers rewards in return for small portions of funding. This means you get stuff for your money. Go check out the project and see the amazing rewards offered by Sorcery Games. From simply having your own copy on the PC with your name in the credits, to having a PC version of the game complete with all your own graphics. Some of the rewards would make a great gift for any gameplaying kid you know. If you really want to impress your son or boyfriend you have an option of sending in a photo to be used as a collectible in the game.
Go check out the 'A Shooter' Kickstarter project at 'A Quality Shooter on www.Kickstarter.com (http://tinyurl.com/37mu3cl)'
About Sorcery Games:
Sorcery Games has been making Xbox Live Indie Games since 2008. Their catalogue includes a variety of creative endeavors, including arcade style games and children’s books. Quality and originality are key components in the Sorcery Games portfolio.
Labels:
a shooter,
kickstarter,
press,
project,
release
Saturday, July 3, 2010
The Midway for PS3 Home (release report pt1)
Thursday July 1st.
Breakfast time…. (7:45am)
I woke up all excited, it was my 15th Wedding Anniversary and a day I would normally have had as vacation from work. However this was also launch day for The Midway. A public space in the PS3 Home online community. This was gonna be an exciting day as I had been nervous the several previous days. Anticipation was the major feeling I had before breakfast. I had of course woken early with the intention of getting to work earlier than normal. My boss gets in especially early and I wanted to be there for the initial excitement surrounding our area going live.
Going to Work… (8:30am)
On my to work my excitement and trepidation grew. It is thankfully a short journey to work (about 10 minutes). In that journey though I managed to go over all the things that could go wrong. This is a live space on the PS3 network and In all honesty it is just not possible at the moment for the whole experience to be tested in anywhere near the way or to the degree of a boxed game. There are simply to many variables. Also half the solution or problem set id Sonys. We are a set of games built into a black box that Sony produces in London England. We just take advantage of this environment called home. This means there are a lot of things we have no control over. Add onto that the possible server issues and you might understand how come I ma nervous. The excitement is easy to explain. We were going to be the first place that people in Home would actually be able to see and therefore co-experience with their friends. All of our games in The Midway are spectator friendly. We have made them show what a person playing is doing. Of course this caused us many challenges, but oh boy was I excited to hopefully see some full spaces and all that activity. In our own testing at Mass Media we only had about 12-16 people in a space at one time, and this isn’t quite what it is designed for, it is a bit empty with that number.
At Work…. (8:45am)
The boss David was there along with the co-designer of The Midway. There sitting excitedly in the conference room watching what was going on inside one of the (I am told 50 instances) instance of The Midway, which was full of people milling around with some playing the games. David was talking to the occasional person helping them out. My first impressions of the space on the Big screen tv we have was one of joy. There it was, live with a full complement of people running around in it. This is a way I had only dreamed of. Also nothing at this time appeared broken, which was an amazing relief.
First Hmm… (10:30am)
Reports are coming in that a lot of people cannot play any of the games :(. This is not good, also we are talking to people in our instance about this same issue. They go back out and reboot and they still cannot play the games. This is now getting bad as the number appears to be about 10% of the people in the space. The forums are abuzz with people having the same issue. We have no idea what is going on, then we find out that people coming into The Midway are not receiving the free item of a personal space. I know personally this can only happen if the Scene script has crashed. PS3 Home is made up of minigame scripts and a single scene script. They interact and make it all work. At this point we were hopeful that the issue was a server issue and therefore one that Sony would need to solve. Then while we were busy playing the games ourselves.
Then second Hmm came about, though this one was more panic inducing….
More to come tomorrow...
Breakfast time…. (7:45am)
I woke up all excited, it was my 15th Wedding Anniversary and a day I would normally have had as vacation from work. However this was also launch day for The Midway. A public space in the PS3 Home online community. This was gonna be an exciting day as I had been nervous the several previous days. Anticipation was the major feeling I had before breakfast. I had of course woken early with the intention of getting to work earlier than normal. My boss gets in especially early and I wanted to be there for the initial excitement surrounding our area going live.
Going to Work… (8:30am)
On my to work my excitement and trepidation grew. It is thankfully a short journey to work (about 10 minutes). In that journey though I managed to go over all the things that could go wrong. This is a live space on the PS3 network and In all honesty it is just not possible at the moment for the whole experience to be tested in anywhere near the way or to the degree of a boxed game. There are simply to many variables. Also half the solution or problem set id Sonys. We are a set of games built into a black box that Sony produces in London England. We just take advantage of this environment called home. This means there are a lot of things we have no control over. Add onto that the possible server issues and you might understand how come I ma nervous. The excitement is easy to explain. We were going to be the first place that people in Home would actually be able to see and therefore co-experience with their friends. All of our games in The Midway are spectator friendly. We have made them show what a person playing is doing. Of course this caused us many challenges, but oh boy was I excited to hopefully see some full spaces and all that activity. In our own testing at Mass Media we only had about 12-16 people in a space at one time, and this isn’t quite what it is designed for, it is a bit empty with that number.
At Work…. (8:45am)
The boss David was there along with the co-designer of The Midway. There sitting excitedly in the conference room watching what was going on inside one of the (I am told 50 instances) instance of The Midway, which was full of people milling around with some playing the games. David was talking to the occasional person helping them out. My first impressions of the space on the Big screen tv we have was one of joy. There it was, live with a full complement of people running around in it. This is a way I had only dreamed of. Also nothing at this time appeared broken, which was an amazing relief.
First Hmm… (10:30am)
Reports are coming in that a lot of people cannot play any of the games :(. This is not good, also we are talking to people in our instance about this same issue. They go back out and reboot and they still cannot play the games. This is now getting bad as the number appears to be about 10% of the people in the space. The forums are abuzz with people having the same issue. We have no idea what is going on, then we find out that people coming into The Midway are not receiving the free item of a personal space. I know personally this can only happen if the Scene script has crashed. PS3 Home is made up of minigame scripts and a single scene script. They interact and make it all work. At this point we were hopeful that the issue was a server issue and therefore one that Sony would need to solve. Then while we were busy playing the games ourselves.
Then second Hmm came about, though this one was more panic inducing….
More to come tomorrow...
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