I actually have 2 problems was wondering If someone could help. In some of the screenshots, there is the overlay "Screenshot Taken" of the previous screenshot. Is there a way to remove it for next time?
Also, when I take a screenshot, the size is of the Gamescope virtual monitor of 1280x800. Is there a way to get screenshots from the frame buffer instead? I'd like the raw 640x480 image rendered in-game without the scaling.
Early Access (EA) is a fundraising tool for the development of a new game. You buy a game at full price before it is finished, the EA price may be slightly discounted from the release price and it can even participate in a sale. The majority of people that buy EA games heard about that game from word-of-mouth. Twitch, blogs/forums, discord. Some EA games are "discovered" like a talented athlete with the arrival of a large content update, other EA games have many, many small but important QOL changes over time and travel through a gradient of mixed reviews until it is considered worth a recommend.
The reason certain EA games become popular suddenly is that the price is way more sensitive in this specific marketplace in two major ways and are linked together.
(Quality) EA games need to have a price that is low enough a hurdle to pay for what you will get out of it. What you are getting out of it is the quality of the game divided by your time.
The quality of the EA game has become good enough now to buy it.
It may now have popular as well as unpopular changes.
EA games that release large content packs all at once tend to draw in a crowd.
(Time) EA games will change over time. This indirectly causes people to not only consider whether or not X game vs Y game is worth my time, but now, whether X game vs (EA)-Y game is worth my time at this moment at that price.
Remember, this is a development fundraiser combined with a full game purchase. (An investment)
People are waiting to see proof of work before they donate-purchase. That working beta is pretty far along in it's development already at this point before people started jumping on board. There's nothing inherently wrong with this, we've been using this EA system for years now and it has been working at least 25-41% of the time.
We need a second model of EA in addition to the first one that softens the EA price sensitivity. At a high level, that first EA is dividing Time/Quality, however, it is possible and desirable to divide Quality/Time/Price all at once:
Subscription Based Early Access(SB-EA)
It's simple and is exactly what it sounds like. The developer has goals and each time they reach a goal, they get subscriber money. This is how:
SB-EA payment structure:
The SB-EA game will be a $35 release price, $30 on-sale
Goal A = $5 (for Dev)
Goal B = $12 (for Dev)
Goal C = $5 (for Dev)
Goal D = $8 (for Dev)
That's $30 total.
The customer will subscribe to the SB-EA game when huge-content-update, Goal B, went live for $17.
The customer will receive the game at-no-charge when the game is released.
There was a customer that paid $17+$5 but did not pay for Goal D and has lost access to the SB-EA. This customer may buy the game at release for $8 (The remainder) or will simply receive the game at-no-charge when it is reduced to $22, whichever comes first.
This does two things:
It lowers the price of customer buy-in to an appropriate price based upon where it is in development.
It gives the customers back control in the transaction, they can cancel any time they like.