00:00if you're watching this then it means
00:02that I'm probably dead nah but it does
00:04mean that my game tanks but no tanks has
00:06officially been released so you should
00:08go check it out right now
00:14at this point in time though I'm
00:16approximately 12 hours from launching my
00:18game and I wanted to give some insight
00:21into the thoughts that are going through
00:23my head and the ins and outs of my past
00:25week or so of trying to get this game
00:28ready for launch on Steam so as you may
00:30or may not know I've spent maybe the
00:32last three or so years working on this
00:34tanks game on and off there's really
00:36been like three entirely separate games
00:38that I've made out of it but but I
00:40finally got into the place where the
00:41project is done and ready to ship out
00:43but that's not entirely true because I
00:46actually don't feel like the project
00:47will ever be done and that's kind of
00:50what I wanted to talk about today is
00:51that it's so difficult to find an end
00:55point because I can keep working on this
00:57game and I can keep making it better and
00:58I also do want to do that you know I
01:00want to hear from the community the
01:01people that buy the game and I want to
01:03be able to improve it and add some more
01:05features that are heavily requested but
01:07I think that this is an issue in all
01:09aspects of art like when do you call an
01:11art piece finished one of the phrases
01:13that I've been holding on to to is that
01:15art is never finished it's only
01:17abandoned so I guess it's time for me to
01:20abandon this project that sounds really
01:22bad that's not what I mean what I mean
01:23is that it's in a state where it can be
01:25called complete and I'm excited to work
01:27on the next thing I've done what I could
01:28within a specific time constraint and
01:30I'm actually really proud of how it
01:32turned out and I've learned a lot of
01:33lessons that are going to prepare me for
01:35my next big game but let me tell you
01:37what's running through my head right now
01:38like I said I'm just a few hours from
01:40releasing this game and I have a million
01:43questions running through my head I find
01:45myself constantly second guessing some
01:47of my decisions like when should I
01:49launch how do I know the game is ready
01:51did I play test it enough are there
01:53going to be any catastrophic bugs during
01:55my launch well people think the game is
01:57stupid should I have done more to market
01:59the game months ago should I email press
02:01and influencers how many streamers
02:03should I reach out to did I set up all
02:05of the steam configurations correctly
02:07what do I do on launch day do I
02:08celebrate do I stand by to fix bugs do I
02:11continue working on importing to
02:13consoles do I live stream playing the
02:15game do I continue to keep emailing
02:17press and influencers I wonder how many
02:18of my friends will actually buy the game
02:20and I wonder how many of my subscribers
02:22or followers will buy the game will
02:24people review my game will the reviews
02:25be good or bad what's a realistic amount
02:28of sales to expect on launch day is
02:30there enough content in the game should
02:32I add more levels and power-ups post
02:34launch and one of the biggest questions
02:36will I be able to keep doing this full
02:39now let me tell you my expectations for
02:41this are actually really low I'm
02:43launching on Steam and my release on
02:45different consoles are going to be
02:46coming soon but I'm launching with only
02:48about 500 wish lists on Steam but in my
02:51opinion the quality of the game that I
02:52launch and the experience of launching
02:55is more important to me than sales
02:57figures steam is only one slice of the
02:59pie I'm going to be relying on Console
03:01launches to bump up the total revenue of
03:03the game as far as my emotions go right
03:05now I am very excited and also nervous
03:08more nervous than I thought I would be
03:10it's actually a very vulnerable thing to
03:12put something that you have poured so
03:14much time and effort into and open it up
03:16to the public eye I'm expecting both
03:18positive and negative reviews from
03:20people I'm sure that people will have
03:21their criticisms so it's kind of
03:23daunting to launch that into the public
03:25sphere but I have to say I have a huge
03:27amount of respect for anybody that has
03:29launched a game on Steam it's quite the
03:31feat and overall I'm really happy with
03:33the state of Tanks but no tanks it's
03:35really polished it's really fun to play
03:37it has a lot of strategy and replay
03:39value it's easy for anyone to pick up
03:41and play the UI looks a lot better than
03:43I thought it would all of the systems
03:44menus controller support and game modes
03:47are working together exactly how they're
03:48supposed to I think but that being said
03:51there are a lot more features that I
03:52wish I could add to the game but I think
03:54a vital part of being a game developer
03:56is learning to be open to criticism I
03:58want to be comfortable with hearing
04:00feedback from people about how I can
04:01improve the games that I make anyway I
04:04have a lot of thoughts running through
04:05my head and I just wanted to record this
04:07here as kind of a time capsule that I
04:08can look back on in the future I'm a
04:10little nervous but mostly really excited
04:12to get this game into people's hands and
04:14to turn this into a tighter knit
04:15Community where I can communicate with
04:16you all about how the game works and
04:18make it into a really solid experience
04:20for everybody to enjoy in the coming
04:22months so thank you for supporting me
04:24tanks but no tanks is now officially
04:26available for release and a part of the
04:28steam shmup Fest and I would be truly
04:30honored if you would consider buying the
04:31game it's less than five dollars I'll
04:33keep you all updated with how the launch
04:35week goes and until then I'll see you in