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All Posts by Nyhm

All Posts by Nyhm

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81 posts found

Island Forge is now Free-to-Play with Membership and Upgrade options!

This update is prompted by community input and the success of my recent Kickstarter project. Thank you for your interest in Island Forge. As always, community input is most welcome!

Based on community input, I am very excited to announce that Island Forge is now Free-to-Play, with one-time Membership and other Upgrade options!

Just added a Kickstarter update to the Island Forge page here on MMORPG.com:

http://www.mmorpg.com/gamelist.cfm/game/804/view/forums/thread/364677/Kickstarter-Goal-and-Still-Going.html

Hurray, today Island Forge @ Kickstarter reached its base goal! But it doesn't stop there - this is where many projects really take off.

I appreciate everyone who has contributed and commented so far. Let's use these last couple of days to spread the word, and see how far we can take this!

Find Island Forge on Facebook, Twitter, IndieDB, Steam Greenlight, and right here on MMORPG.com.

Only a few days left on my Kickstarter project! Island Forge is all about community participation, and I really need your support today!

Now on Steam Greenlight - check it out and vote it up!

Don't miss the last few days of my Kicsktarter project - I really need your support today!

Island Forge is now on Steam Greenlight - Check it out and vote it up!

Also, don't miss the last days of my Kickstarter project! I really need your support today!

No, I had not yet seen Salem. Thanks for the pointer. Looks cute. Note the "Coming Soon" ... Island Forge is fully playable right now!

Island Forge is all about player-created content, and the Island Builder is its heart. Try it and you'll find that Island Forge is not at all a complicated game building toolkit. All the complicated stuff you'd find in a "dev kit" have already been done (by me). The Island Builder gives players intuitive controls to place hundreds of terrain and scenery tiles, lay out your town, and create actors (NPCs) with interactive dialogue.

It's all about player creativity and participation in a player-created world.

Regarding number of players - I entirely agree, and that's the focus of my Kickstarter project: Establishing a Creative Player Community. One trouble with breaking into the MMO scene is that many players think, "Even though I like Island Forge, I'll play this other game because it has more players." Island Forge is a brand-new game, so get involved with the community and together we can establish something unique!


Originally posted by Seelinnikoi
What can your game offer, that isnt available and supported already ?
 

Hi - thanks for your interest! Island Forge offers a lot of unique qualities. The whole style and features of the game are designed around player-created content, in a way that is different than the traditional (complicated) game building kits.

In Island Forge players can create their own content (islands with optional interactive stories) and publish it to the world for everyone to explore.

I encourage you to visit islandforge.com and see the Kickstarter project goals for more details! There is a lot of potential in Island Forge, and your support is greatly appreciated.


Originally posted by waynejr2
How does this game compare to say: Pocket Island?

 Heck, you can even get the pocket island source code: https://github.com/wooga/pocket-island


Pocket-Island is all about giving HTML5 developers a technology platform to tinkering with (even though the technology is "not quite there yet" in their own words).

Island Forge is all about end-users creating content and telling stories within one game world, where everyone can interact and explore.

Kickstarter Update: New Lifetime Membership reward!

Kickstarter Update: New Lifetime Membership reward!


Originally posted by BlitzVF
We are building a small online game and the costs typically are:

1. Unity3d Licensing ( platform dependent but expect 3-5k  per developer ) 

2. 3d Modelling and skinning (300 - 800$ / mobile )  (statics are much cheaper typically)

3. Rigging/Animation (200 - 400$ / mobile )

4. Levels ( 1000$ - 4000$ / level )   ( wide range here obviously )

5. General Programming ( Do it yourself or plan to spend a fortune )

6. Server management (100$ / month - Beta,  est 500$ / month release for 30k-ish  total playerbase) 

7. Project Management ( Do it yourself or plan to spend a fortune )

8. Illustration / Artwork / Music (  bare minimum stuff 2 - 3k )

9. Developement hardware (2k a year maybe )

9. Paying for stuff that you ended up throwing out ( 10-20k per year ) ( I just suck at forcasting everything perfectly )

Of course,  the more you do yourself the less time you have for project management and running the business side  but can save some money.  Personally,  I find it easier to work full time on non-game stuff, and pay others to do as much as possible.  

Im curious what other indie online game makers are budgetting.

-Blitz

 


This is a very insightful breakdown - thank you for providing this. I have taken a low/no budget approach (hence my need for Kickstarter). I've been doing all the technical and business stuff myself (Island Forge is written from scratch in Java, without even any external libraries). Most graphics are used under open source license (I am not an artist, and can't afford to hire one yet). Development hardware: $263 self-built computer.

Island Forge (now on Kickstarter) is all about player-created content, and it's an MMORPG by a single-dev (me). Create your own islands with stories for others to explore!


Originally posted by Theocritus
    The problem that most indie companies face is that they dont have the cash to market the game effectively......Also there is so much competition out there now that it is very hard to lure in new players for any length of time.....Also with so many games f2p most indie devs have to find creative ways to bring in revenue.

This is exactly what I'm experiencing right now. I've even created a Kickstarter campaign to raise funds largely for marketing purposes, because I can't compete with the major budgets of large publishers.

I think Island Forge (I'm the sole developer) brings something really unique to the players (it's all about player-created content), but it's not a mass-market title, and hard to find those specific creatively-oriented players to establish the community.

Hello, I'm Nathan (a.k.a. Nyhm), sole developer of Island Forge. I've enjoyed the community here since beta.

UPDATE: Prompted by community input and the success of my recent Kickstarter project, Island Forge is now Free-to-Play with one-time Membership and Upgrade options!

Find Island Forge on Facebook and Twitter.

Island Forge: A World of Player-Created Content. Create Islands with Stories for Others to Explore. The Brand-New Old-School MMORPG.


Originally posted by Madimorga
I just jumped in here to giggle and point some fingers at the traditional social gamers who say I don't belong in MMOs because I usually prefer to solo.

Haha, I belong in Guild Wars 2, bishes, so shut it!  

Sorry, needed a moment of gleeful immaturity today.


I'd be very interested in what you think of Island Forge. It's an MMORPG, and it does have group play, but solo exploration is strongly represented. It's sort-of an old school RPG but with others around. You can interact with them if you want (and go on party expeditions), or just explore/fight/craft on your own. I think it appeals to players who are self-directed (I'm the sole developer - see me & Island Forge on Kickstarter).


Originally posted by WizGamer

Originally posted by Nyhm Island Forge is on Kickstarter! See me talk about the game, myself, and the future of Island Forge. Please check it out and help spread the word!
 

How can you justify charging people monthly for this game? Especially when games such as LinkRealms offer free and higher quality experiences. You should just charge for people to own their own island.


Thanks for your input, WizGamer. Please see the Kickstarter project! A focus of my goals is to provide free play!

Island Forge is a single-developer MMORPG (me). What a lot of players don't get is the economy of scale needed to run a free-to-play business model. The bigger publishers can support thousands of free players while charging only for a few. There's nothing wrong with this model, if you have the means, but for small, indie developers, it's often not feasible.

This is a big topic in the MMO world right now. See some other thoughts in the Kickstarter comments and player forum.

Ultimately I want to give players what they want, so I am glad to hear your thoughts!


Originally posted by IstrebiteI
Very very VERY interesting idea. It definetly needs to be more known to public.

However, i feel that graphics and very simple combat could be a deterring factor.. Plus, people making islands to essilly "farm" materials" like they make maps in TF2 to farm achievements... Well, still gonna try it out someday, but i'd really love if this would be a simple 3D (could be topdown perspective still) or at least in reallistic style rather than current style... I dunno, something like Diablo (one) - with bigger character doll and darker theme and more detailed monsters and environment and light/dark play and stuff...

Also, it would be very nice idea if you'd be able to design your own monsters(behavior and stats, not graphics), loot, hand-place them or design spawners, to provide a dungeon crawler/roguelike experience, where you start with a fixed character (or get to chose starting character) and progress to finish... Of course this would be separate from your normal character to prevent exploiting the balance, and would need an explanation of sorts as to why you start as a new toon and cannot take loot with your or items you loot there out to the real world, but hey, lorewise, everything's possible. Could be called "Island Forge: Dungeons" or something :) That would be truly awesome, because you could make all sorts of fun maps with it (think about how many different maps WCIII community made, this could be done with Island Forge). As "reward is the journey", maybe in this mode author could set different reward tiers, as to wether you reached the end, wether you achieved the best possible ending, wether you found all secrets etc, so you could have some bragging rights of sorts, or just discuss "how do you get A rating in that dungeon?" etc

Still, very nice idea as it is and i hope it succeeds. Good luck with the project, OP!


I like your vision, IstrebiteI! Many of these ideas could be accomplished, but first and foremost, I must establish the player community. You're exactly right that the public needs to know about Island Forge!

Here's how everyone can help (a) letting others know about Island Forge, (b) backing the Kickstarter campaign, and last but not least (c) play!

Thanks so much for your interest!

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