Feedback Friday #445 - Eyes On Target |
- Feedback Friday #445 - Eyes On Target
- Have you ever wondered how low budget shovelware gets produced? I interviewed a project manager who publishes cheap horse games for kids, and it was fascinating.
- Week 1 Steam stats - releasing out of Early Access - turning awful day 1 sales into a decent first week results
- Low Poly Style | Flat Shading - Fantasy Gate
- Around 50-60 of my original music compositions and songs in the metal genre with elements of retro electronic music and chiptune over the past 8 years. All of them are available for free under Creative Commons, and free to use for any purpose, including commercial. Enjoy listening and using.
- I don't know what to do
- Why haven't you set up your steam page yet?
- Why does everyone here hates gamedev degrees so much?
- D-Day is upon us! My game Strategic Mind: Fight for Freedom is OUT NOW! Cinematic trailer, free Demo, full release. Monty and Patton are at each other's throats again - now on Steam. Command the Normandy landings, finish WW2 in Europe and keep fighting against the USSR in 1946! What do you think?
- Are there any indie devs that are also professors?
- Copyright & Game Demos: Help!
- Aspiring Game Developer With No Money
- I am doing an experiment
- Does copying the art style of an existing game make your game a "fan game"?
- Unity ingame map editor boundaries/collider
- Real-time pencil sketch rendering of meshes and SDFs, in WebGL
- My first smoke emission test, What are your thoughts?
- Hello Folks! I am a professional Visual Effects Artist, here's my facebook page where I will be uploading all the 3D related stuff, and guess what I will also teach the beginners on how to work on 3d from scratch soon! So stay tuned and like my FB page right now, Thank you
- Me first game at Play Market.
- I am having an issue with Visual Studio on linux
- Eye Strain?
- Put the moon texture on the skybox using shadergraph
Feedback Friday #445 - Eyes On Target Posted: 20 May 2021 08:53 PM PDT FEEDBACK FRIDAY #445 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||
Posted: 21 May 2021 05:15 AM PDT
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Posted: 21 May 2021 05:30 AM PDT On 11th May we released our first Steam game SimPocalypse out of Early Access, which was ~5 months long. While our game wasn't the most visually appealing, we managed to do a ton of improvements over the past few months to improve conversion, and were doing whatever we could to hype up this launch, organized "significant" (~$3k) paid advertising to help spike it up, these were our pre-launch stats: 3850 outstanding wishlists Not great numbers, but not too bad compared to our EA launch where with just 2300 wishlists we managed to do 450 sales on D1, and just over 1000 in the first week, so we were expecting at least similar D1 numbers, as our game & store page was so much better prepared and appealing. However, we were also worried about the fact that just before the launch our last 30 days rating suddenly dropped to 60% Mixed because of a random streak of a few negative reviews. So just a few hours after the launch we were shocked to see just 25 & 27 sales in the first two hours (compared to 120+ during EA launch), and if it had a similar tail to our EA, this would be an absolute disaster, after having spent over 6300 hours on developing the game. We sort of panicked, grabbed a couple of beers to chill down, and study every possible option to keep the sales trickling in - we can't give up in the first week. So besides our already vast marketing preparation, we tried to find additional sources of traffic: In the first day we totalled 260 sales - devastating, as we were aiming for at least 1000. But finally all the little bits started adding up, people started posting after our embargo date, we started trending in most of our tags. We reached certain parts of the new releases page for a bit, so there was some hope still if we keep this up. Instead of a D2 decline, we increased it to 293 sales, and managed to stay trending in most niche tags for the whole week, and ended the week with 1300 sales. 254k steam impressions on D1, 856k on D2 - our efforts paid off. Although our minimum week 1 target we'd be happy with was 2k sales, but if we had completely given up after initial sales we wouldn't even had made 1k. Also luckily, our reviews climbed back up to 75% after a few days of new reviews, which definitely helped us improve conversion again. Here's a few extra stats/graphs to give you an idea of how our EA release compared to our Out of EA release: EA -> Out of EA visits & impressions We're far from breaking even on the game, but we also didn't completely flop the launch and made enough to allow us to continue work on a new one. Key takeaways: And this is not over yet… We still intend to do promotional bursts throughout the year, while we begin work on a new game, and prepare everything better - the experiences of this game launch were invaluable to us! Any other questions, I'll be happy to answer :) [link] [comments] | ||
Low Poly Style | Flat Shading - Fantasy Gate Posted: 21 May 2021 10:37 AM PDT
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Posted: 21 May 2021 08:46 AM PDT
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Posted: 21 May 2021 02:22 AM PDT I'm developing a game. It's a combo of few genres: mmo, rogue-like, open world y something of battle royal. It's like sea of thieves. The full gameplay mechanics and progression are implemented. I also added daily quests and achievements. I know I need to add more characters and content inside the dungeon but... I'm sharing the game to many testers and I have 2 type of feedback: One of that feedback says that the game only needs content and to continue with that simple gameplay because they want a game to play when they have 5 free minutes or 10... In the other hand, they say that the game needs more content (of course) and more systems, mechanics, characters with a abilities tree and so. I planned that the game was simple. The characters only have 4 buttons: Attack, use, teleport and light the torch or light off. Because I don't want to develop another game during years, I want it simple. (I'm a solo developer, that's the first and most important thing that makes me want to make it simple). What should I do? [link] [comments] | ||
Why haven't you set up your steam page yet? Posted: 21 May 2021 04:51 AM PDT Number one advice for indies is to set up Steam page as soon as possible. Yet many don't. If you are one of them what is your reason on delaying the game? I am not talking about people who haven't got anything to show yet but there are number of people running devlogs videos, tweeting about their game, showing gifs on reddit that still don't have Steam page. I am curious to know reason why you aren't set up with it yet? What are you hoping to achieve or avoid by delaying it? To clarify I am not talking about your first Unity project I am talking about your first game you are hoping to become financially vaible project. [link] [comments] | ||
Why does everyone here hates gamedev degrees so much? Posted: 21 May 2021 10:17 AM PDT Looking at posts in this sub, I keep hearing people telling random people "don't study gamedev in college, you'll waste all of your money", and they almost always add "you can find everything online for free". (Also: Is that advice maybe more relevant specifically in the US or something?) [link] [comments] | ||
Posted: 21 May 2021 11:40 AM PDT
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Are there any indie devs that are also professors? Posted: 21 May 2021 11:27 AM PDT I was thinking of side jobs that would allow for the flexibility of being a solo indie game dev and I was thinking that maybe it's possible for professors. Teaching and grading doesn't seem all that time consuming combined with long holidays. Aside from teaching, I hear that there is the research component that professors have to deal with. but with art professors, I guess making games already counts for that requirement. And then grading is simply done on the spot during class by critique, whereas academic professors need to spend more time on it by going through many pages of papers. At least in theory being a professor seems very compatible as a side job to support game deving. Anyone here happen to be a professor that can challenge that idea? What do you guys think? [link] [comments] | ||
Posted: 21 May 2021 08:43 AM PDT I'm currently putting together a short demo game to include on my portfolio. I'm a writer, so all the writing would be original, but I wondering... can I use assets from other games in my demo without violating copyright? Things like music or sprite rips from, say, a Nintendo game. I know I can find free assets on the web, but since those aren't the areas I'm focusing on showing off, I was hoping I could save myself some work. Is this permissible for a brief demo game? And follow-up, could I then put my demo up on itch.io (for free) without violating copyright, or would I need to include an offline download in my portfolio? Thanks so much in advance! [link] [comments] | ||
Aspiring Game Developer With No Money Posted: 20 May 2021 10:57 PM PDT Due to talents I've built up over the course of years, I've decided that I would go to college to become a game developer. One problem, I have no experience in making a game, in particular, a JRPG like the old final fantasies (fantasys?). Okay, two problems, I don't have money to pay for a high end software and my laptop is still in osX 10.11. Is there any free pixel software that can help me make a solid 16 bit (or 64 bit) RPG. I already have the story and everything else in my head, I just need the software. Thank you for the help and even if you can't think of any; I appreciate the attempt. [link] [comments] | ||
Posted: 21 May 2021 12:01 PM PDT I have no idea if this will fit here on this sub but I'd like to give it a go: I've always been fascinated with the potential of virtual spaces not only to be a place where people can play games but a place where people can make meaningful connections and build a real society. People in virtual worlds tend to build shallow relationships, they tend to be disorganized, and unfortunately there's always a lot of drama. What would it take to develop a world in which people build real meaningful connections? How do we create an incentive structure through gamification which will bring people together? I'd love to team up with others who share these interests and actually make some experiments. DM me if your interested. [link] [comments] | ||
Does copying the art style of an existing game make your game a "fan game"? Posted: 21 May 2021 11:57 AM PDT When I first played Hollow Knight, I loved the art. That was what made me want to make an indie game of my own. I was already semi-experienced with both art and programming, so I picked up Unity and I now have a small 2D game - not a metroidvania, just a 2D platformer with a linear level flow. It has working mechanics and along the way, I came up with an original story and characters (which are not related to Hollow Knight in any way). While I can't tell a fully finished story with what I've made so far, I have one small level down, complete with platforming, combat and a boss fight, and I think this can eventually be scaled up to a decently sized game if I get the right funding. The only thing missing is the art. I have been stuck trying to develop an original art style for my game for almost a month now, and nothing satisfies me. I made a few mockups for the art style which were heavily inspired by Hollow Knight and I would love to push my game's art style in that direction - but I have been extremely obsessed with staying away from anything which might look like a rip off, because I can't crowdfund a fan game. Is there an option to call my game a fan game and somehow still get it crowd funded? Or can I get away with not calling it a fan game at all if the only thing I am taking from Hollow Knight is the art style, while the story and game flow are different? [link] [comments] | ||
Unity ingame map editor boundaries/collider Posted: 21 May 2021 05:53 AM PDT Hey I'm trying to make a little ingame editor in unity. At the moment I use a spriteshape which can be rescaled to make a Floor. My problem is that since i dont want the player to just wander of the Floor I have to set boundaries somehow, but i cant figure out a good way to handle it. as you can see in this video: my best idea ist something like this. Player builds floors and hits End Edit button; Check all squares from top to bottom left to right; for every square where there is no floor make square collider; but this seems highly inefficient. [link] [comments] | ||
Real-time pencil sketch rendering of meshes and SDFs, in WebGL Posted: 21 May 2021 10:59 AM PDT
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My first smoke emission test, What are your thoughts? Posted: 21 May 2021 07:06 AM PDT | ||
Posted: 21 May 2021 10:45 AM PDT
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Posted: 21 May 2021 04:31 AM PDT Five months ago I sat down in the evenings in my free time from family and work for gamedev. Five months of studying guides and YouTube eventually resulted in this little game. It started without an idea. Just leafing through the free assets in the Unity Store, I came across one that I liked. Then I thought to collect from it and the idea of the game Lines was taken as a basis. Well, it began. It would seem that there is nothing complicated. But in the process of writing, I rewrote the code from scratch three times, learning something new. For example, since I'm a highly specialized programmer, C # events were an incredible discovery for me. It just turned my world upside down))) Well, it made me rewrite a couple of thousand lines of code, turning them into a thousand. Further more - in a month a simple interface and simple logic were born. Then I added complicating factors in the form of trees. The first tests on the wife and mother-in-law revealed the inconvenience of moving the units. The ability to move the drag / drop and select and click through was added. That showed the inferiority of the current architecture and hinted, it's time to rewrite, cutting out the logic from Update. Then the levels. Rewriting so that you can insert levels and tasks. And for me the most difficult thing was to come up with the levels. Having already an almost usable engine, and adding levels is simple through editing the parameters. I've been doing them for almost three months. Originally wanted more than 60 levels. Then this number dropped to 40. And in the version that I published there are only 32 left. Of course, I am amuse myself with what I will add later. And I hope I will. In general, am I satisfied? Like an elephant. It's still a thrill when you see your game in the working version. And in the play market you can share a link to YOUR game. And let it be crooked. Let it have a lot of holes. Let me want to take and rewrite. Let a lot of ideas remain in your head, because a curved architecture will not allow quick modifications. But it's a thrill! Link in the market: https://play.google.com/store/apps/details?id=com.RedizzStudios.ForestLinesAdventure [link] [comments] | ||
I am having an issue with Visual Studio on linux Posted: 21 May 2021 02:28 AM PDT Hello! I want to give a try at being a game dev and I decided to start out with a Brackeys video. More specifically this one: https://www.youtube.com/watch?v=N775KsWQVkw I've tried looking this issue but but couldn't find any useful information. If you have any idea on how to fix this please help me, or at least just upvote this post so that other people would see it. [link] [comments] | ||
Posted: 21 May 2021 09:02 AM PDT Forgive me if this is in the wrong place or if there's a better sub to ask, but I'm genuinely curious. How do you all prevent eye strain? I've always needed glasses since I was about 7 or 8. I've been learning game development for a while now and that requires me to look at a screen for hours on end. I'm 22 now and my left eye is going blurry when I look at lights. I've been seeing "trails" when I look at certain lights and I had to lower the brightness on my phone to prevent my left eye from being completely blinded. I'm going to get my eyes checked but I just want to know if any of you guys go through this too and if there's anything I can do to reduce this effect. [link] [comments] | ||
Put the moon texture on the skybox using shadergraph Posted: 21 May 2021 08:55 AM PDT I'm making a skybox using shadergraph, but I need to put the moon on the sky. My moon can't be a simple circle, I've already done that, it must be a texture. I already know how to make it follow the directional light of the moon and I have an idea on how to make the moon phases using ellipses, the only thing that misses are the UV coordinates to use. How do I get the coordinates to use for the moon? [link] [comments] |
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