Thanks for all the kind words, everybody. I'm just struggling lately in general, with so many emotionally-heavy things going on. Some of them are very good things in my life, but it's still a lot of emotion. Other things are hard and things I never thought I'd have to deal with, and I'm still grieving for a lot of things in general.
One of the big things I've been grieving is my financial independence. AI War 2 doesn't remotely pay the bills yet, and that's very scary. Arcen's income fell by half compared to even last year, which was already so bad that I had to lay off the last of my staff there. So far the summer sale is going solidly "meh" at best, and while I wasn't counting on that income it sure would have been nice. I'm hoping that the game makes a big splash in October with 1.0, and that I can follow it up with a great expansion in Q1 next year and then just keep working on stuff for a lot of years to come...
But if those things don't pan out, then I'm kind of hosed. I'm personally basically close to $300k in the hole for making AI War 2, despite the kickstarter and all that, and the focus has always been on making sure it's a great game even if it takes a bunch of extra time. But this has been such a winding road and nobody is ever fully happy, so it can really have me questioning if I even know what I'm doing and should be in this career. I love this job, but it has cost me a lot in my life (after giving me a lot for a while), and I'm not confident that I can continue to exist doing this fulltime like I have for the last 10 years. That terrifies me more than anything else right now, because there's not something else that I want to do instead.
Some of what I've been working on while I've been a bit absentee lately has been things that help reduce my expenses and make it more likely that I won't get pushed out. I don't want AI War 2 to be my last game. I know I can finish this one one way or the other, but I have no idea what the future looks like after that. In the past I always had more safety nets, and expenses I could reduce, and if I had to staff I could lay off if it really came down to it. And it did come down to it, and I lost everybody and everything, but then still the losses continue even beyond that. I could set up a patreon or something, but I'm not sure there's enough support for that and right now I need to put all the energy I do have into the game itself. So I guess that's a backup plan for later.
And the reality is that if I'm able to work on interesting programming and/or design problems for some other developer, I could be happy, too. And so there are probably a number of options I could exercise without being pushed completely out of the industry. But... I'm really not ready to lose my independence on top of everything else. A lot of times it feels like my entire life has been steadily stripped away over the last four years, and I just can't let that continue if there's anything I can do about it.
The truth is there's a lot of good things that have also come about in the last half year that would never have happened if I hadn't lost my old life, so I am grateful for that and most of the time try to stay optimistic in general. But sometimes that facade cracks a bit, and when people say things that reinforce some of my own insecurities (that I don't know what I'm doing, mainly, or that I'll never be able to make the majority of people happy), then that is particularly sapping.
Some of that was probably TMI, but it's just kind of an honest look at where my mind is at right now. Most days I'm okay, because I just compartmentalize that stuff away. But sometimes it comes out, particularly when I feel like I'm being dogpiled all at once by a lot of criticism from a lot of people, or when people threaten to leave the game or community because they don't agree with some short-term changes. I've been... abandoned a lot. And while nobody owes me anything, and I do want to hear about things like "my playstyle doesn't feel valid anymore, and that makes me very unhappy" or "there are some specific issues that are so annoying that they're making me not want to play," I'd appreciate it if that's paired with "maybe you'll have an idea on how to fix that" or "I have some thoughts on how to fix that" or "maybe we should discuss alternatives to that" so that I know it's meant to be... building something that you want, not me accidentally alienating someone and them walking out because of that.
Alienating a huge part of the playerbase is definitely something that is on my mind a lot when making so many large changes, but personally I was really hating the game back in April because there was too much tedium and not enough large and interesting decisions. So I tried to hit the tedium first, and mostly succeeded with that, but accidentally introduced some new forms of tedium. And then the very latest stuff with "Fleets V3" is aimed at adding more interesting decisions. The midgame was always barren in AIWC, and that's just not ok there or here. So I hope to have a flood of more ideas either from myself or you guys on things to capture and do in the midgame and onwards, new hacks to use on the AI, and things like that. There should definitely be more peaks and valleys in the middle of the game, rather than one long plateau.
I think that there has been some attitude of "well, we never solved that plateau in AIWC, so it probably won't be solved here either," but I think it comes down to being willing to change mechanics (like the new waves stuff) or add extra things to do (like the fleet hubs) that create more of a chance for back and forth in the game.
And then beyond that, the other piece is that we really need to figure out something about refleeting so there aren't these points where you're waiting around for things to rebuild. Because making you wait for things is stupid on a ton of levels. I want you to be playing the whole time. Not just sitting in endless combat, but there should be something engaging your brain in interesting ways the entire time.
<joke>Maybe in order to refleet, you have to play a quick game of Pipe Dream, and when that's done the fleet is back.</joke>
But in seriousness, the problem with refleeting is that it is automated (which is good if it's quick), but slow (which is fine if you have something else to do). If there was a way to accelerate refleeting by... doing something... that would be potentially very interesting. Aka, maybe there's some sort of "mission" that some of your big centerpieces can go on by themselves, and if you win that mission boom your fleet is back. Maybe that costs 1 AIP.
Maybe refleeting in general somehow costs AIP instead of time. Maybe it's something radical like fleet ships can't be rebuilt over time, and factories go away, but after your full cohort of ships is dead, the AIP goes up by 1 and you get your fleet back as soon as metal allows. Or something. That has a whole lot of problems with it, but you get the idea: basically it's trading wall-clock time for instead giving the AI a permanent tiny boost in place of that.
I'd rather have games be 3 hours shorter on average, with you not waiting around for stuff to happen anymore, but instead there being an ever-increasing sense of brinkmanship and danger, where things get more and more tense. I was never trying to pad out this game or the original game in terms of campaign lengths, and there's no reason to do so (they're plenty long even if you chop 3 hours off). I want you to be doing interesting things, and have lots of interesting goals all the way through.
A big barrier for new players is also the aimlessness that can crop up in the midgame. They see ways they can get stronger, but what's really the best path to hurt the enemy? Having a lot more things that are ways to hurt the enemy should help reduce that sort of feeling, I think. I remember we lost RCIX from the community back in 2012 or something along those lines, after him being active and instrumental with the game for years, because he just always felt aimless in the middle of AIWC. It wasn't netflix time -- though I'm sure that didn't help -- it was that he didn't have a sense of what was best to do next in order to advance his agenda against the AI, and so kind of left in analysis paralysis. After 2-3 years of being super involved in the game, he suddenly revealed to me he'd never actually finished one, and he enjoyed helping with design and feedback via mantis and the forums more than actually playing the game. And then he was gone. That always stung quite a bit. And that's not the only person where something like that happened.
I really hate finding out in a belated fashion that people have been feeling unhappy about something, and they kind of only tell me as a parting message. If netflix time exists (and I know it does), it must be killed. If mechanics that alienate you exist, then they must be either revised, made optional, or something along those lines. I just need people to trust... me, I guess. That I have your interests in mind at all times, and I'm not off on some crazy vision quest of my own. The game is inherently sandboxy, and I am trying to some extent to make it all things to all people, which will always be fraught. But there are enough common themes that I think we can agree upon:
1. If something requires a lot of micro, then that's going to annoy most people.
2. If something requires a lot of waiting around (netflix time), that's bad also.
3. If something requires you to do something you actively don't want to do (play Pipe Dream to refleet?), then that's also bad and/or should be optional.
4. If something makes the meta of the game too simple, then that's definitely bad.
5. If something makes it so that the skill floor is too high for basic play, then you might not feel that's bad, but I absolutely do.
6. If something makes you do the same action over and over again in every game or in a single game, that's bad and boring.
All this fleets rework stuff came about because I was seeing too many things hitting items 1, 4, 5, and 6 popping up, over and over. To the point that it was making ME not want to play the game and kind of hate it, and so I knew some major changes had to happen. It had been a long time of hearing complaints from a wide variety of people on related topics to one another, so I kind of compiled those ideas into the fleets stuff and went from there. But the first implementation of fleets was definitely not something I expected to be the Perfect Final Answer that would get no changes.
I'm a big fan of the tesla changes that Draco18s proposes, and so I've added that to my todo list:
https://bugtracker.arcengames.com/view.php?id=21334For the armor stuff, I agree with AnnoyingOrange that that should be at the very least shelved for now as it might introduce a ton of problems. It's something we could look at post-1.0, as part of an expansion period or something.
Wow that's a lot of text. Sorry for the long ramble, but I wanted to thank you all again for your support as well as just make my state of mind and personal position a little more clear.