Kynseed

Kynseed

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14. Okt. 2023 um 5:20
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Development Update - October 2023
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Beiträge 4660 von 79
Ursprünglich geschrieben von jimjambalam:
I am super excited for the updates!
Is there a reason the game wasn't released as "early access"? I was expecting a complete game when purchasing so I just believe making it early access would have set my expectations a lot differently.
Do people not know that the game had been in early access for for a few years before going into 1.0 release? This is just post 1.0 support with more content.
I am happy that updates (or at the very least an experimental branch) is underway. And a lot of it directly addresses some of the things that I felt were missing or not fully utilized they way they could have been. No idea whats going on in the studio, but glad there are at least some hands on deck willing to give us some post release polish.
Glad to hear you are still working on the game.

For this next big update, perhaps can you leave it in early access until it is actually ready this time?
Ursprünglich geschrieben von thatcatinthewindow:
I was quite confused and concerned at hearing there are only two people working on this major update. Pixel Count Studio's website has a dozen employees listed. Transparency on why these updates are taking longer than anticipated would be great. I realize studios will work on other games but Kynseed doesn't have several major features that were promised and with only 2 full time employees of a dozen listed employees working on it, it makes me fear this has been left to the wayside or there have been major changes within the studio that have lead to this. We don't need to know why employees may be gone but we should be told when that happened so we all knew the updates would no longer come at the same rate or be told something. Pixel Count has lost my good faith at this point.

Only two full-time employees. It's not out of the ordinary for indie studios to have part-time employees or external parties do contract work. They might still be close enough to the studio to be considered "part of the family", even if they aren't attached on a full time basis. I think their icon artist (Caroline) is a good example of this (she's listed on the page). I can't imagine an indie studio having the funds to keep on an icon artist as a full-time hire. You need Blizzard money for that kind of thing.

I agree with most of your other points, though. I think communication petered out as they hit the 1.0 release. You can join their Discord for a bit fresher info.
Take your time! I hope everything is going well for your team!
Ursprünglich geschrieben von Tellus Eidolon:
Ursprünglich geschrieben von thatcatinthewindow:
I was quite confused and concerned at hearing there are only two people working on this major update. Pixel Count Studio's website has a dozen employees listed. Transparency on why these updates are taking longer than anticipated would be great. I realize studios will work on other games but Kynseed doesn't have several major features that were promised and with only 2 full time employees of a dozen listed employees working on it, it makes me fear this has been left to the wayside or there have been major changes within the studio that have lead to this. We don't need to know why employees may be gone but we should be told when that happened so we all knew the updates would no longer come at the same rate or be told something. Pixel Count has lost my good faith at this point.

Only two full-time employees. It's not out of the ordinary for indie studios to have part-time employees or external parties do contract work. They might still be close enough to the studio to be considered "part of the family", even if they aren't attached on a full time basis. I think their icon artist (Caroline) is a good example of this (she's listed on the page). I can't imagine an indie studio having the funds to keep on an icon artist as a full-time hire. You need Blizzard money for that kind of thing.

I agree with most of your other points, though. I think communication petered out as they hit the 1.0 release. You can join their Discord for a bit fresher info.

They said their studio is ONLY two full-time employees. If there were other part-time or temporary workers why would they not be mentioned in that? That's what I'm saying is unusual, not that there's only two full-time people but that they seem to be the only ones suddenly. And it's condescending for you to assume I didn't think that maybe they don't have the funds to keep everyone full-time because again, why would they not mention updates would be slower once those people leave or that they'd just be slower? I don't think it's unfair to wonder if the sudden seeming drop in employees has to do with the radio silence, especially when many of those updates included what like, 3-6 people telling us what they were working on.
Since when is it just two people working on the game ? Did the studio get downsized after it released or something ?
Awesome! Can't wait!
Ursprünglich geschrieben von lukaself:
Ursprünglich geschrieben von thatcatinthewindow:
They said their studio is ONLY two full-time employees. If there were other part-time or temporary workers why would they not be mentioned in that?
Let's all calm down and breathe for a moment :happyotus:

Not really unusual in indie development to have only a few full-time developers. Every game, even AAA, has part-time workers that are only involved in specific tasks. They're saying two full-time employees to make a comparison with larger projects involving more full-time developers. It's merely used as a unit of measure to indicate that they're smaller than a company with 15 full time developers for instance and that our expectations should be set accordingly.

In this context, since part time workers have various degrees of investment as they could have worked 15 hours on the game just as well as 1500... it can't be used as a proper unit of measure of the company's size. For instance, saying that you had 100 developers when they actually all were contractors for an hour would hold no meaning.

Hope that makes things a bit clearer and I'm sure someone at Pixelcount will chime in to clear any remaining confusion. How about a blog post showing what's your post-release development process guys? :clickbutton:

Absolutely condescending to say calm down and completely ignore the point I'm trying to make. Ya'll need to stop trying to explain how indie studios work to me, I'm not new to the industry and even if I was you're initial sentence is still condescending. There's again, no reason why they shouldn't be mention in reference to their small studio, even if they're part-time. Especially since many other people on this thread have the exact same assumption that there's only two employees.
Thank you for the news! Eternally grateful to the team for all the hard work put into the world of Quill. Flutterings for all :) :cozydarkseer:
Ursprünglich geschrieben von lukaself:
Ursprünglich geschrieben von thatcatinthewindow:
Absolutely condescending to say calm down and completely ignore the point I'm trying to make. Ya'll need to stop trying to explain how indie studios work to me, I'm not new to the industry and even if I was you're initial sentence is still condescending. There's again, no reason why they shouldn't be mention in reference to their small studio, even if they're part-time. Especially since many other people on this thread have the exact same assumption that there's only two employees.
Not my intention at all. Just trying to be constructive and I did my best to address your point. From what I know, Pixelcount indeed has two full time developers and about a dozen of contractors. Check the credits. Take care. :toglove:

What person doesn't know by now that telling someone to calm down is condescending? Be for real. And how does that answer who is actually currently working on the game? You are so determined to miss read what I am saying.
Will def go for it!
can't believe I have 100 hours in this game! Been loving it ever since early release...it has come a long way. CANNOT WAIT for the update
Yay, thanks for the update. Super excited to play it again! :)
Triple G 18. Okt. 2023 um 17:28 
Ursprünglich geschrieben von thatcatinthewindow:
Ursprünglich geschrieben von lukaself:
Let's all calm down and breathe for a moment :happyotus:

Not really unusual in indie development to have only a few full-time developers. Every game, even AAA, has part-time workers that are only involved in specific tasks. They're saying two full-time employees to make a comparison with larger projects involving more full-time developers. It's merely used as a unit of measure to indicate that they're smaller than a company with 15 full time developers for instance and that our expectations should be set accordingly.

In this context, since part time workers have various degrees of investment as they could have worked 15 hours on the game just as well as 1500... it can't be used as a proper unit of measure of the company's size. For instance, saying that you had 100 developers when they actually all were contractors for an hour would hold no meaning.

Hope that makes things a bit clearer and I'm sure someone at Pixelcount will chime in to clear any remaining confusion. How about a blog post showing what's your post-release development process guys? :clickbutton:

Absolutely condescending to say calm down and completely ignore the point I'm trying to make. Ya'll need to stop trying to explain how indie studios work to me, I'm not new to the industry and even if I was you're initial sentence is still condescending. There's again, no reason why they shouldn't be mention in reference to their small studio, even if they're part-time. Especially since many other people on this thread have the exact same assumption that there's only two employees.

People who actually type "y'all" usually need many things explained to them.
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