- A game developer's guide to Steam wishlists. If you are planning on releasing a game on Steam then you need to pay special attention to how you will generate wishlists and not just rely on the algorithm to do the work for you.
- A graphics breakdown of the environments in Thousand Threads
- We had a free web demo for over a year and got 17k wishlists before our Steam early access launch
- Projectile Trajectory Tutorial (link in the comments)
- Programmers: what were the worst bugs you ever had in your game, and how did you manage to solve it?
- Any games where your not the main character
- Harnessing the power of positive reviews
- Is it normal to spend hours on small things?
- Best-of dev blogs
- How much legal work to start an LLC to independently publish your game?
- The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy)
- Help i guess?
- Should i learn programming with C# or C++?
- We're three game developers based off Bangalore, India documenting our journey on building a new Mech football game
- Looking for engine / editor suggestions
- Seeking a Game Developer career/job review
- Are there any other sites like Mixamo?
- Making Pong in my custom game engine (coroutine programming techniques showcase)
- What is the least enjoyable activity for you as a game developer?
- CCO and Programming
- Could you give me some hints about rendering labels on a map
- Question about idea stealing/legality
- Created my first game, tips on promoting it? Want to share experiences?
Posted: 25 Aug 2020 03:57 AM PDT
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A graphics breakdown of the environments in Thousand Threads Posted: 25 Aug 2020 09:24 AM PDT
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We had a free web demo for over a year and got 17k wishlists before our Steam early access launch Posted: 25 Aug 2020 08:17 AM PDT We had a free web demo for over a year and got 17k wishlists before our Steam early access launch. Beat Blast was Created at the 2019 Global Game Jam. Since then we have had a free web demo up on itch.io. The demo got a lot of traffic driven by youtube videos. This post is just about our external web demo and how our first week of Steam went. If you have any other questions I'm more than happy to answer in the comments. The numbers: 17k wishlists before Steam Launch (as of Aug 14) 1k Steam sales in the first week. $9k (net) 6% conversion. We got 6% of our wishlist number as sales 150k itch.io web demo plays (this is not unique players), 210k page views 1,200 Discord members 1.5M youtube views (from several videos combined) How we frame these numbers. This is a part time project by two main devs, a musician and a part time QA tester. We all have full time jobs. This is our first PC game. We don't have a publisher. We plan on working on the game for another year in early access. We did not pay for any marketing to achieve most of these numbers. We spent $2k(Canadian) during the final two weeks before launch on google ads, reddit ads and six youtuber videos (2 youtubers were Brazilian, more on that later). This gave us another 1k wishlists before launch. Why web demo? We wanted the least amount of barriers between the players trying the demo. Our game was simple enough to play on the web and we didn't want downloading a file to deter some players. We also wanted to drive external traffic to Steam, to hopefully make the Steam algorithm like us (an experiment and gamble). The three main things we wanted from the itch.io demo were player feedback, build a Discord and get wishlists. We have not done a Steam demo up to this point, we might later. Maybe its dumb not to. But I wanted to present this data before doing a Steam demo. Maybe the external web demo is driving more external traffic? We are still averaging 300 plays on our web demo a day (the demo has a 94% rating). Got 1k plays on the web demo on the Steam launch day. Demo and youtube traffic images Was it a success? We had two youtubers make several videos about our game. They both made three videos. Alpha Beta Gamer: makes videos of game demos, for a total of around 300k views between three videos. Windy31: a Russian youtuber, made three videos, for a total of around 1m views. We also had two fan made videos get 80k views each. (Thank you to everyone who made videos) This was lucky, but the demo gave us the potential for people to stumble upon it. These youtube videos started about 14 months after the demo first went up in January 2019. We gave ourselves a lot of time to get lucky and to make the game better. A small but polished game loop. At one point we had 15k people play our demo in one day. That's because two of the youtube videos previously mentioned went up within a 24 hours window. Conversion Rate: We got 6% of our wishlist numbers as sales. Word around town was that as an indie you needed at least 10k wishlists before launch. Okay we had that (17k) but were the itch.io demo wishlist worth less? A lot of our wishlists were Russian from that youtuber and we still haven't done any localization (stupid, but it is what it is, the game is still early access and there is very little type) 1k steam sales, 110 refunds (10%) in the first week. (435 sales day one) Traffic fell off significantly after the first week, as expected. $9k(Canadian) (net, not subtracting steams %) 92% positive Steam rating 159 Russian units sold. 79 Brazilain units sold. (we spent $800 on 2 Brazilian videos for over 100k views) No localization yet. This was not very good, but those videos gave us another 1k wishlists. + 1k Steam wishlists in the first week Conclusion: 1k units sold in the first week for a revenue(net) of around $9k(Canadian). Steam still needs to take their % from this. So, early access game, first PC game, no publisher and we made around 9k in the first week. We are pretty happy with this, we plan on working on the game for another year. We have full time jobs so we don't currently need the money, we will be re-investing it into the game. Maybe the external demo is driving more external traffic after the first week? It forsure got our wishlists to 16k. Will probably do another post a few months down the line to give a better perspective on how its driving traffic to Steam. Just wanted to get this out (and shamelessly get attention for the game….) Having an external demo gives the chance to get organic youtube videos made of the game. The demo doesn't need to be a web browser game. This might work for indies with no fan base or buzz. This is all pretty niche but might be useful to some smaller indies who are looking to build a community before going into early access. So when most developers are using early access to build a community we already have a small one. It's sort of a free itch.io early access before the paid Steam early access. Down side, the demo's rough edges could have pushed some players away. No way of knowing those numbers. Hopefully this taught the Steam algorithm in our first week in early access that our game has potential and made a little money. Along with driving lots of external traffic to our Steam store page. Another year of early access ahead of us, wish us luck! Haha There is a bunch more to say like, strategy for the demo itself, design, more detailed pro's and con's, but I'll stop here. If you have any questions feel free to ask. Maybe some of this data can be helpful to some other indie devs. Thanks for reading. TLDR: A web demo with a hook. Youtubers made videos of the demo, we got lucky. A mixture of youtube videos got over 1.5m views, those viewers then came and played our demo. We had Steam and Discord buttons under our web demo. So after players enjoyed the game they could easily wishlist and join our community. We got 17k wishlists before launch, 1,200 Discord members. In the first week we sold 1k copies. For a wishlist to sales ratio of 6%. So $9k (net) the first week of early access. A good start for a part time team, not amazing, these numbers probably look like nothing to a lot of people, but for our first Steam game we are happy so far. Still another year of early access to go. [link] [comments] | ||
Projectile Trajectory Tutorial (link in the comments) Posted: 25 Aug 2020 11:48 AM PDT
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Programmers: what were the worst bugs you ever had in your game, and how did you manage to solve it? Posted: 25 Aug 2020 09:47 AM PDT Have you ever experienced bugs that made you spend hours with debugging, but it eventually turned out to be a line that you forgot to comment, an engine/language specific thing, something that happened due to inadvertency or a wrong boolean condition? Tell your story. [link] [comments] | ||
Any games where your not the main character Posted: 25 Aug 2020 04:37 AM PDT I'm doing some research on this topic as I have not really seen any games where the player plays as the side characters. Is this something players would be interested in role-playing as a companion or a servant? [link] [comments] | ||
Harnessing the power of positive reviews Posted: 25 Aug 2020 12:45 AM PDT
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Is it normal to spend hours on small things? Posted: 25 Aug 2020 10:43 AM PDT It took a few hours (or at least it felt like it) just to make an NPC that wanders around a predefined box, practically from scratch. Maybe it's because I kept getting distracted. Maybe it's because I went at it bit by bit, trial and error. All I can think of is an incident where an experienced dev told another newer dev that 15 minutes to implement one move in a fighting game is "not acceptable". That guy would probably really hate me. [link] [comments] | ||
Posted: 25 Aug 2020 12:09 PM PDT Not sure if this is the best place to post, but... One of my favorite blogs (Factorio Fridays) will no longer post regularly, now that the game is released. Which points to a common "problem" in following game dev blogs: most projects eventually come to an end. Some developers start new projects, but many close up shop so to speak. Below is a list of some of my favorite blogs active, slowed-down, or inactive - I would love if people could contribute their favorites as well! Or is there a good resource I can reference? Thanks!
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How much legal work to start an LLC to independently publish your game? Posted: 25 Aug 2020 06:41 AM PDT I am working on an RPG and plan to self-publish through Kickstarter. Given the intellectual property elements, plus the contracts I'll be signing with artists, editors, etc, I am planning to start an LLC to manage the game. Is it worth hiring a lawyer to do this work, or can I use something like Legal Zoom to do it myself? Are there additional legal considerations that would make hiring a lawyer worthwhile? [link] [comments] | ||
The 7 Most Obvious UI / UX mistakes on your project - a guide for beginners (from a game UI/UX guy) Posted: 24 Aug 2020 09:46 AM PDT
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Posted: 25 Aug 2020 10:07 AM PDT I'm a 19 year old with a dream and I want to strive for greatness with said dream. I have so many ideas that I believe help the gaming (video game) industry. I want to share these ideas but in my own way. I want to make a gaming company, like my own studio. To develop my own game or most likely games. Maybe go farther with consoles and table top games. The only problem is I'm broke, currently at a slightly above minimum wage job with 0 college. If I get that college I can learn what I need too. I don't know what to do. I want this dream to become reality. I want do so much with my ideas that it irritates the literally FUCK out of me. I don't know what I expected coming here. Advice? Closure? Help? Opinions? I just don't know where to begin.... [link] [comments] | ||
Should i learn programming with C# or C++? Posted: 25 Aug 2020 07:51 AM PDT I want to learn to code to one day become a game developer but i don't know what i should start with. I've read that starting with C++ is a terrible mistake but i'm not sure if i trust it. I have next to no experience and don't know anybody who could help me so i figured i should ask here. I've found a good place to learn C++ (learncpp.com) but not one for C#, so it would great if someone can help with that too. Sorry if my message doesn't make sense or if i wrote words wrong, English isn't my first language, and thank you if you answer. [link] [comments] | ||
Posted: 25 Aug 2020 10:00 AM PDT
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Looking for engine / editor suggestions Posted: 25 Aug 2020 01:12 PM PDT I am looking for some suggestions for a game engine or an editor that is easy to learn and use to build game worlds / maps. My son is almost 8 and has loved playing Disney Infinity where he can design the layout of a map, place assets, and then run through it. We have built some really amazing things, but that game is sadly very limited in the number of and size of assets in play. We are looking for something that is basically the next big step up from that. We want to be able to design a world, use pre-made assets, drop in some NPCs (and script them to do things). We are looking for a 3D editor that is not focused on FPS game play. Now I know a lot of people will simply want to say "Well, that's what all game engines do. You can do that in any of them." While I guess that is true, I was hoping someone could point us in good direction. Something like RPG Maker, but 3D for exploring and adventure. I hope this all makes sense and that someone will be able to help guide us to something we can use. [link] [comments] | ||
Seeking a Game Developer career/job review Posted: 25 Aug 2020 01:06 PM PDT Hi Guys, I was curious if anyone would be willing to write a career review on our website? Video Game Designer is currently the top requested career. Would love some feedback, thanks! [link] [comments] | ||
Are there any other sites like Mixamo? Posted: 25 Aug 2020 12:47 PM PDT I was wondering if there were any other sites around where I could find character animations to buy/download. I've seen plenty of sites where you can download models, and some of those models are animated, but I'm having trouble finding just animations. Maybe I've been using the wrong terms or something. [link] [comments] | ||
Making Pong in my custom game engine (coroutine programming techniques showcase) Posted: 25 Aug 2020 12:37 PM PDT
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What is the least enjoyable activity for you as a game developer? Posted: 25 Aug 2020 06:23 AM PDT | ||
Posted: 25 Aug 2020 11:00 AM PDT Can a game programmer become a Chief Creative Officer if they have spent enough time in the company? [link] [comments] | ||
Could you give me some hints about rendering labels on a map Posted: 25 Aug 2020 10:59 AM PDT
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Question about idea stealing/legality Posted: 25 Aug 2020 10:56 AM PDT so, i was recently inspired to make a 1D game, and after some brainstorming i decided on my idea a FEZ like game, where you are a 1D being that moves in a horizontal line, until one day you find an object that allows you to change the line between horizontal and vertical, building your entrance into a "2d world", eventually you get a new item that turns you into 2d and fully reveals your camera, post game you would get an item that allows you to turn your 2d camera around, similar to FEZ. would this be considered stealing ideas? is it legal? in your opinion, is it moral? [link] [comments] | ||
Created my first game, tips on promoting it? Want to share experiences? Posted: 25 Aug 2020 10:13 AM PDT Hi all, A while back I created a game (Jetpack Joe), which was my first project in Swift using SpriteKit. It is quite a simple game and I had a lot of fun creating it. Also for creating games in general, is it wise to do it in Swift and Spritekit ? Kind regards, Trystian The source code for Jetpack Joe can be found here: [link] [comments] |
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