I've hit over 4000 wishlists with my unreleased game. 11 months of slow wishlist gathering. |
- I've hit over 4000 wishlists with my unreleased game. 11 months of slow wishlist gathering.
- The source code for Koi Farm, my koi breeding game, is now publicly available on GitHub
- Releasing a game in 9 months: a postmortem by the numbers
- GOD it feels good to fix bugs on your own
- Should I go with OpenGL or use a Game Engine
- I made a game because I really want to play it - five years later it finally happened :)
- A short and sweet tutorial on turning a 3D Blender animation into a UI element in Unreal
- I have a question pertaining to setting up a Steamworks account
- Great tutorial on making Isometric Tiles and Tilemaps
- I found some footage of our original prototype - I was shocked at how much made it into the final game, so I made a little video.
- Urgent help needed, how to handle multiple rotations (at once) using Unity's rigidbodies
- What to focus/improve on?
- Looking for a tutorial or help generating random characters
- Common Practice for FPS map creation?
- game mechanic input/advice?
- What is the proper way to ask people to wishlist your game on Steam?
- Introduction to memory allocators and arenas
- Free pixel art train pack for commercial and non-commercial use
- Is there any swedish game developers here?
- Questions about publishing to Google Play Story
- This is a useful video if you’re developing a platforming game. It breaks down what makes Mario’s jump so special.
- I'm going to have to pay for artwork, a few questions here for those more experienced than myself.
- Publishing??
- Examples of old games being reimplemented from scratch by fans?
I've hit over 4000 wishlists with my unreleased game. 11 months of slow wishlist gathering. Posted: 30 Mar 2021 03:13 AM PDT Introduction I'm working on my first game (Jupiter Moons: Mecha). I currently sit on 4028 wishlists! I jump the game dev train after working 15 years as a programmer in corporations. I got some decent savings and lots of programming experience but almost zero experience with actual gamedev. I worked almost exclusively with Java so I picked up Unity/C# as the best tool that matched my skills. Quick timeline:
Initial plan Before I dive into gamedev I was reading a lot of articles, postmortems, and conference talks about how to start etc. Few things were dominant:
I had no illusion that my first attempt on game dev would be very successful. It didn't have to be but I tried to maximize my chances by following the best advice out there. First I choose the game genre I felt confident that I could design well, something I play a lot: deckbuilder&card battler. Did a bunch of market research, turns out the genre had pretty decent median revenue. Market research also helped with finding hooky game idea. Most card battlers (like 99%) are set in some fantasy world, so my hook was to create Mecha card battler, Battletech mixed with Slay the Spire. I set my self 3 goals:
I manage to achieve all those in 16 months by finally publishing a demo during the steam February festival. Marketing I set up a bunch of social media and I'm regularly posting only on: twitter, reddit, facebook. I also have a discord server, newsletter and I'm posting blogs on the Steam page to keep up with the community. Twitter - excellent B2B platform, you can get noticed by publishers, streamers, youtubers. Other devs share very useful information like articles or conferences. Noticeable successes that probably came from twitter:
Reddit: I didn't get a viral post or anything like that. I'm still learning how Reddit works. Reddit is one of the top sources for external traffic to my steam page. Excellent tool if you manage to create a good post - which I'm yet to make :) Facebook: It's ok-ish but probably focusing on other social media channels would be better. Steam: Steam is a shop but also a social media platform. All those friends recommendations, what friends wishlist etc. Being active on Steam, writing dev diaries, etc. is important to look like a professional game developer in eyes of players. Steam demo festival - single best marketing tool for indie devs. It almost doubled my wishlists. Discord: There are a bunch of game dev communities on discord. Great source of feedback, networking, and neat finds. Visit to steam page I have a total of 41877 steam page visits (from nonbots) and 4028 wishlists so lifetime visit to wishlist conversion is 9.6%. External source visits: https://drive.google.com/file/d/1UXtz9LAgVR4ROZG8lsiOoTyu7tEVP3QR/view?usp=sharing 3010 external visits with reddit: 787 being on top, twitter: 677. Lots of people googled the game as well: 748. Unfortunately most dominant source of visits is direct navigation, where Steam can't find source: 17528. This can also include Reddit or other social media, press articles, etc. Total visits that can be directly attributed to steam discoverability is 21339 (around half of total visits) It's probably safe to assume that around 30%-40% of visits (and probably wishlists) are because of my marketing efforts. Visits over time: https://drive.google.com/file/d/1UZ02RPGDb2b3y8DTjxbEuyVSjamRNwJ4/view?usp=sharing Wishlists In the beginning, my Steam page wasn't very good, it's still isn't as good as I would like but I'm pretty happy with the results. Every month I'm trying to update something: refresh screenshots, review tags, new capsule. Overall things speed up after I manage to release the demo. This was a big opportunity to create much better content for the Steam page: a new trailer and screenshots. Actual chart with spikes labels: https://drive.google.com/file/d/1U_U7gccIciDXv0UE7XUyTz3XZyLJY0w4/view?usp=sharing After the Steam festival things speed up, my daily average gain is higher. I think my Steam page got few points with Steam algorithms and is shown more. Also 2 big streamers played my demo which probably is still providing new wishlists & visits:
Resources Blogs and communities that helped and still helping me with gamedev & marketing:
If you have any questions I'm happy to answer. [link] [comments] | ||
The source code for Koi Farm, my koi breeding game, is now publicly available on GitHub Posted: 30 Mar 2021 05:47 AM PDT
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Releasing a game in 9 months: a postmortem by the numbers Posted: 30 Mar 2021 06:55 AM PDT (long post, sorry) Just over a year ago, I started working on The Dungeon Beneath - a "roguelite autobattler" that mixes elements of Slay the Spire, Hearthstone's Battlegrounds, and just a touch of Into the Breach. The game was released Oct 23rd, 2020. By the numbers, here's how it has gone so far:
So was it a success? My original goal was to do a crash-course in indie development by developing and releasing a game on steam. Additionally, I wanted to ensure that the development was financially stable (i.e. I didn't want to lose a ton of money). This "financially-stable" clause had ramifications for just about every part of the development process. Here's what it meant in practice:
So… was it a success? For me, it definitely was. I have learned a ton about the indie dev process without bankrupting myself. The Dungeon Beneath isn't an indie superstar - but that was never the original goal. What it required and what it cost I officially started on the project in February 2020. I want to make this clear - when I started, I was in a privileged position to make this game. I had:
In my opinion, "zero cost" development is a myth. Games are extremely expensive to make - even if you're only paying with your time. That said, I wanted to keep development costs as low as possible. I didn't keep a strict tally of expenses or the hours I put in, but here's a rough breakdown of the costs:
How I marketed it This was definitely the aspect of development that I was least comfortable with, so I tried a little bit of everything:
By far the thing that works best for The Dungeon Beneath is contacting content creators (primarily Youtube but also Twitch). My personal philosophy is that no content creator is too small. Unlike a AAA blockbuster, very few creators are likely to organically buy the game, so giving out tons of review copies isn't likely to cannibalize sales (so long as you avoid key resellers). As long as a content creator looks to have a legitimate interest in the game, I give out a copy. Plus, I just want to see more people playing the game! Here's how I reached out to content creators:
A side note: after launching the game I started receiving tons of emails trying to scam steam keys to resell them. For fun, I've started tracking the emails - currently at 67 scam emails! Another side note: I have to give a special shout-out to a fan who has made a 66-part series on our game. This is truly humbling. https://www.youtube.com/watch?v=mUgndsQaNpY A final side note: It's such a joy to watch people play your game. Sure, it's also useful from a design-perspective - but it's such a nice feeling to see people interacting with your game. This has fueled 100% of my post-launch motivation. What worked
What didn't work
I'll stop here to make sure this doesn't turn into a novel - but if you have questions, throw them in the comments! [link] [comments] | ||
GOD it feels good to fix bugs on your own Posted: 30 Mar 2021 10:55 AM PDT I've been learning myself gameDev for about 9 months now, and I finally feel like I know enough to be able to build systems and fix bugs on my own. No copy-pasting tutorials, no desperate forum posts, just good-'ol-fashioned "I-finally-know-what-I'm-doing." This ain't a real serious post and it might get taken down, so I'll see you all in Valhalla as I'm dining with the other cool kids of game development. o7 [link] [comments] | ||
Should I go with OpenGL or use a Game Engine Posted: 30 Mar 2021 11:30 AM PDT Hello, I'm thinking in starting a game, in 3d, something along the lines of Final Fantasy Tactics. I know the basics of OpenGL in C++, but I'm also familiar with Unity and Unreal. What do you guys think? Should I start developing it in OpenGL or use a Game Engine? [link] [comments] | ||
I made a game because I really want to play it - five years later it finally happened :) Posted: 29 Mar 2021 12:56 PM PDT For many of us, the reasons we get into gamedev is that we really want to play a certain game, which doesn't exist, so we toil away at it for months and years to create it. Five years ago I really wanted to play a 3D, topdown, twin-stick shooting game that has some roleplaying, survival, and stealth aspect. I tried several games, like Desperados, American Fugitive, How to Survive, and even the old school Commandos, but didn't scratch my itch. I really love the "isometric" aesthetic, like all the screenshots in this timeless post: https://rpgcodex.net/forums/threads/just-what-is-isometric.69829/ I just kept staring at these pretty pictures and wished I could just make a game like that myself. I particularly like the looks of Dead Horde, but unfortunately the gameplay was crude and very repetitive. So in 2015 I set out to make a game that looks like Dead Horde but plays like S.T.A.L.K.E.R. - a game I loved almost to the point of worshiping. The whole journey till now was a rollercoaster ride, filled with moments of excitement, boredom, despair, disappointment in myself, but above all, the joy of creation, and the joy of watching other people What's really funny is, today I just finished polishing (and feature-creeping) the stealth aspect of the game, and decided to record a video. In doing so, I actually for the first time played my game without crutches. I felt my heart beating out of my chest when I made a mistake and got caught by the guards, and gave the sigh of relief after I escaped from the enemy headquarters, the experience very similar to when I played S.T.A.L.K.E.R. Even more so, when the AI didn't behave the way I expected them to. Now I can happily claim that I was immersed in the game I created on my own. That's pretty cool, because I was worried that I would be too bored of it because I already know the game plays out (which turned out to be false, lol). That's it - just wanted to share a moment of joy as we all continue to toil away at our own dream game :) [link] [comments] | ||
A short and sweet tutorial on turning a 3D Blender animation into a UI element in Unreal Posted: 30 Mar 2021 11:10 AM PDT
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I have a question pertaining to setting up a Steamworks account Posted: 30 Mar 2021 11:07 AM PDT Is it bad practice to set up a Steamworks account for your company using a personal Steam account? I tried doing this, and realized I maybe should have created a brand new Steam account for my company, and used THAT to set up the Steamworks account. Any advice? [link] [comments] | ||
Great tutorial on making Isometric Tiles and Tilemaps Posted: 30 Mar 2021 05:05 AM PDT
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Posted: 30 Mar 2021 01:40 PM PDT
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Urgent help needed, how to handle multiple rotations (at once) using Unity's rigidbodies Posted: 30 Mar 2021 11:55 AM PDT Hello everyone! Here is the issue: Before I found out that colliders don't work when using transform changing code rather than using physics and altering the rigidbody instead, I had a quadrupedal creature that had a couple of rotations going on on it at once: body.transform.Rotate(Vector3.up); Physics.Raycast(arrayOfVectors[2] + Vector3.up, Vector3.down, out lr, 100f, maskForRaycast); Physics.Raycast(arrayOfVectors[3] + Vector3.up, Vector3.down, out rr, 100f, maskForRaycast); Physics.Raycast(arrayOfVectors[1] + Vector3.up, Vector3.down, out lf, 100f, maskForRaycast); Physics.Raycast(arrayOfVectors[0] + Vector3.up, Vector3.down, out rf, 100f, maskForRaycast); upDir = (Vector3.Cross(rr.point - Vector3.up, lr.point - Vector3.up) + Vector3.Cross(lr.point - Vector3.up, lf.point - Vector3.up) + Vector3.Cross(lf.point - Vector3.up, rf.point - Vector3.up) + Vector3.Cross(rf.point - Vector3.up, rr.point - Vector3.up) ).normalized; Debug.DrawRay(rr.point, Vector3.up); Debug.DrawRay(lr.point, Vector3.up); Debug.DrawRay(lf.point, Vector3.up); Debug.DrawRay(rf.point, Vector3.up); //upDir = new Vector3(bodyUpX, upDir.y, upDir.z); objectToRotate.transform.up = upDir; float tempX = objectToRotate.transform.localEulerAngles.x; float tempZ = objectToRotate.transform.localEulerAngles.z; objectToRotate.transform.localEulerAngles = new Vector3(tempX, yOfBody, tempZ); body.transform.localEulerAngles = new Vector3(0f, body.transform.localEulerAngles.y, 0f); Vector3 upDirection = Vector3.up * rotateSpeed; upDirection = upDirection.normalized; objectToRotate.transform.rotation = Quaternion.LookRotation(body.transform.forward, upDir); 3) and finally rotation when it would jump, which would basically just reset its x and z axis to 0 when jumping (basically it straightens itself out Something along the lines of this kind of rotation (I deleted the code, which i super regret), but basically it would rotate back to a new direction = vector3( 0, bodytransform.forward and 0) body.transform.Rotate(newdirection); When changing its transform all these separate rotations would handle fine. But I have no idea how to do these using physics, and while I can get one or two working separately, when I try and do them together it falls apart into a mess of limbs and forces that don't work with each other. SO here are my questions: 2) When rotating on player input, the way I was using would rotate it at a constant speed, and then stop. How do I emulate this with physics? I have used rb.MoveRotation to get the same effect, but when combining inputs from both sides as stated before (via multiplying two quaternions with each other before rb.moverotation on combined quaternion) it goes nuts and makes the body go wild 3) How do I use the rigidbody rotations to rotate to a specific vector like for the second/third type of rotation I mentioned above? Is it even possible? If so how? Thank you I know its a lot, but I'm on a deadline and all my work has gone to waste as no colliders work .(i never ran into the issue when testing because I didn't use walls which in hindsight was really dumb of me) [link] [comments] | ||
Posted: 30 Mar 2021 10:51 AM PDT Hi I'm a university student studying computer science. I really want to end up programming at a game company one day, that's the goal anyways. I want to make myself stand out as I'm hoping next summer to get an internship at a game company. I'm wondering what kinds of things I can work on to continue improving and increase my chances of even getting an interview. Currently I know a bit about C/C++, Java, Python, next semester I'll be taking 3D Game Programming, Linear Algebra, Data Structures, and a course on the principles of Software Design (how to work on larger projects in groups, how to manage them, good and bad practices, etc.), and the semester afterwards I plan to take AI Programming, Operating Systems, Advanced 3D Game Programming, and Security in Computing. I plan to keep working in C++ and learn more of it so I can become very proficient in it, for instance my final project this semester I can choose any language between C/C++ and Java and I'm going to do C++. I've done a bit of work in Unreal Engine, I know how to build a scene with landscape tools/materials (not a pretty scene, I'm no artist), post process effects, how to build landscape materials and paint, etc., though I haven't messed with coding in Unreal as my professors have told me that the C++ there is different and I should become really good at C++ on it's own before I move on to programming C++ in Unreal. I know I have a lot to learn, and that over the coming year I will be learning a lot more, I just also feel like I could be doing more. Any suggestions? [link] [comments] | ||
Looking for a tutorial or help generating random characters Posted: 30 Mar 2021 11:05 AM PDT Hi everybody I'm hoping someone can point me in the right direction of where to find info on this topic. My goal is to generate 10,000 random unique characters using 4 categories of variables with 10 possibilities in each variable (please let me know if my math is wrong here). These characters are just going to be still 2d images, so there's no need to make multiple models for each character. for example, 10 base bodies, 10 hats, 10 shirts, 10 different facial expressions, all put together at random to make 10,000 unique characters. What would be the best program to do this in (free please) and/or what is a resource I can use to learn how to do this. Some basic googling and searching on YouTube didn't reveal anything to me, I'm not sure I'm searching for the right terms. Some more details; I myself am going to generate the 10,000 random characters, they aren't going into a game engine to be generated by a player or anything like that. I just need some jpeg files of them or whichever file type would work best for this purpose. I have no coding/programming knowledge Thank you kindly and have a good day [link] [comments] | ||
Common Practice for FPS map creation? Posted: 30 Mar 2021 01:13 PM PDT Hi I was wondering what people in the industry generally do as the standard for map creation. I have heard many different things including making the map completely in Maya or Blender and importing it (Issue is no textures or lighting comes over), I have heard people make individual things in blender like building 1, street light, import them as prefabs and assemble map in Unity if the engine you use. For the sake of this I use Unity. So I would like to hear what generally the standard is! [link] [comments] | ||
Posted: 30 Mar 2021 01:03 PM PDT Hullo! I've been toying with a game for a little bit now and I am becoming increasingly less convinced of my game mechanics, so I wanted to see if I could get any advice on what direction I might move in next. I played Undertale a couple of years ago and really fell in love with it. I liked the jrpg + bullet hell combination. I wanted to take a similar path and have a jrpg + platformer combination where battles would be a platforming exercise. I really like jrpgs and platforming games so I wanted to see if I could combine the two. My idea was that in a battle I would have "checkpoints" that the player could touch, and once touched they would get a menu like in a turn-based battle system where they could choose to attack/use an item/etc. As I started to try to implement this I figured out that one of two things will happen with attacks:
With that all said I'm realizing that I wouldn't be incorporating what I really like about about platformers. When I think of a platformer I think Celeste or Super Meat Boy. I'm thinking I need to come up with another mechanic for my battle scenes. I still want something that requires some dexterity and hand/eye coordination, but I'm not at all married to be being platforming. Referencing Undertale again, the bullet hell aspect of it satisfied the "dynamic" aspect I am looking for. Anyone have some games I can check out for inspiration? Maybe some general ideas/input? Is there maybe a more intelligent question I should be asking? [link] [comments] | ||
What is the proper way to ask people to wishlist your game on Steam? Posted: 30 Mar 2021 10:50 AM PDT I'm working on the final assets to launch my games Steam page and wondering if there are any valuable steps anyone would recommend for the day the Steam page itself goes live as well as the days/weeks/months after and what is a good way to ask people to wishlist the game without coming off as spamming or begging. The game itself is pretty niche, so want to find those that it would appeal to instead of a very broad group. Hope that makes some sense, would love to hear from others that have done well launching a Steam page and driving traffic to it. [link] [comments] | ||
Introduction to memory allocators and arenas Posted: 30 Mar 2021 10:33 AM PDT | ||
Free pixel art train pack for commercial and non-commercial use Posted: 30 Mar 2021 10:30 AM PDT Free pixel art trains. Containing a front carriage middle section and a back carriage. There are two track types included. You can use the asset pack for commercial and non-commercial use credit being optional. https://ellis-james-games-studios.itch.io/pixel-art-trains Updates on all the packs i create: https://discord.gg/zaD9mRQQ [link] [comments] | ||
Is there any swedish game developers here? Posted: 30 Mar 2021 04:11 PM PDT Me and a friend have started with a short indie horror game and me and my friend is looking If there is anyone here that is also from sweden that is interested, we have no money nor a game company so we will have to cut The money we earn on it as good as we can with you If this is not okay to post please reach out and Tell me how i should proceed with this request [link] [comments] | ||
Questions about publishing to Google Play Story Posted: 30 Mar 2021 03:44 PM PDT Hey everyone, For my degree research project this year I've made a game with Unity with the intent of researching how gamification can enhance teaching music theory with a thesis on the findings. I'll have it finished by the end of next week and I need to get people to play it so I was hoping to get it on Google Play to direct people there. I've read up on the process of publishing on Google play but just wanted to get my facts straight in advance - in the experience of people on here, how long does it usually take for the game to go live? Are there any issues/reasons people have experienced that delay it or stop it from being published I should look out for? And would directing people to a survey (likely on Google Forms) to answer questions on their experience with the game for my research be an issue for having it published? Thank you! [link] [comments] | ||
Posted: 30 Mar 2021 03:34 PM PDT
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I'm going to have to pay for artwork, a few questions here for those more experienced than myself. Posted: 29 Mar 2021 08:33 PM PDT Hey everyone, I'm a solo dev working on a game in my spare time, I've unfortunately come to the conclusion that I'm terrible at game art and going to have to pay someone to do it for me. I'm going to need about 200-ish still photos with relatively minor attention to detail, all cel shaded but not too serious. so my questions are - 1) what is the best place to look for someone to put this together? 2) what should I be expected to pay for this. I have the money but I'd obviously like to get the lowest price. 3) Just so I'm sure, there is no easy way for someone who has the artistic ability of a doorknob to do this, is there? [link] [comments] | ||
Posted: 30 Mar 2021 03:02 PM PDT Hello. When I make a game , where should I put it for people to playtest it? And what about publishing it? [link] [comments] | ||
Examples of old games being reimplemented from scratch by fans? Posted: 30 Mar 2021 02:35 PM PDT I've always thought it would be a fun project to take, say, an NES game and try to recreate it as closely as possible using the modern game development tools of my choice. Does anyone know of any existing examples of that kind of project that I could look at for inspiration? [link] [comments] |
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