How to get 15k WL on Steam in 6 months, without viral game? |
- How to get 15k WL on Steam in 6 months, without viral game?
- What is an unpopular opinion you have about Game Dev?
- Improvements to shaders and visual shaders in Godot 4.0
- Is Godot good enough to make games like Nuclear Throne, Hyper Light Drifter etc.?
- Are 2D games easier to make than 3D?
- Should I write all of my ideas down??
- Differences between languages, what languages should add a solo indie developer?
- (AMA)Data from Early Access opening - Impressions from my first time ever releasing as a indie dev
- I can't code new features by myself
- Measuring fun in playtesting
- Contacts: Rights of First Offer (ROFOs) and Rights of Last Refusal (ROLRs)
- Game Asset Manager
- It's my first project that get so far
- SIGGRAPH: A Deep Dive into UE5's Nanite Virtualized Geometry
- What to expect when a mega-influencer plays your game. (Developer Interview)
- Need help with code architecture
- How do I know which terms are copyrighted/trademarked to avoid using them in my game?
- What Language is the game "Just one boss" in?
- Is there a website where developers ask for free services ?
- I have around 3 months to make a full game, based on my experience, what sort of games can I make?
- Need help with editing and sprite sheets.
- I would like to understand in more detail why modular pieces are used in the construction of buildings. Are modular pieces only used for buildings?
- Contest Giveaway! How to Develop Super Powers in Virtual Reality - Flying Part 3
- What are some examples of good mini-games inside games used for smaller parts of the game for example to unlock a door or something like that? Another example is the "hacking" mini-game in GTA V.
How to get 15k WL on Steam in 6 months, without viral game? Posted: 01 Nov 2021 04:11 AM PDT Short answer: steam events! Long answer: Covid brought lots of bad stuff but transformed physical game events into online exhibitions that made them really accessible to people that couldn't normally travel for EGX, Gamescom, PAX or TGS. Not to mentioned lots of smaller and lesser known events. Apart from that, some new online events started to appear like Tiny Teams or Next Fest. This transformed a way, for lots of smaller indie titles, how they can grow their audience for upcoming games. If a game showcase has a Steam sales page that will get a feature on Steam front page, it's by far the most efficient way to promote your games. Even if this event is paid one like Gamescom or PAX. History of my game
What you can do to for your game? Signup for all eligible events! Don't give up if you are rejected, try to prepare better material, etc. I made a list of steam sales pages for all events I could find, this should give you a good starting point to create a list of events to prioritize:
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What is an unpopular opinion you have about Game Dev? Posted: 31 Oct 2021 02:30 PM PDT What the title says. With how many approaches there are to Game Development, there's bound to be differing opinions. Let's hear some! [link] [comments] | ||
Improvements to shaders and visual shaders in Godot 4.0 Posted: 01 Nov 2021 10:07 AM PDT
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Is Godot good enough to make games like Nuclear Throne, Hyper Light Drifter etc.? Posted: 01 Nov 2021 03:06 AM PDT I've used GMS2 for years and released couple of games with it but decided to switch to Unity or Godot because of the subscription model. I have studied both of them for few days now and liked Godot more than Unity. But I've heard things like 'there is no good game that was made by Godot' or something like that, so I am kinda hesitant because of it. Is Godot capable of making games like NT and HLD or is it not mature enough? And would you recommend Godot over Unity for commercial product(not as a hobby)? [link] [comments] | ||
Are 2D games easier to make than 3D? Posted: 31 Oct 2021 11:45 PM PDT I've thought about dabbling in gamedev myself. I don't really know anybody so would it be easier for me to make 2D games as opposed to 3D games? Or is that just a myth created by indie devs? [link] [comments] | ||
Should I write all of my ideas down?? Posted: 01 Nov 2021 11:17 AM PDT So I constantly get ideas for video games that I think would be cool and I was wondering if it's necessary to write all of them down somehow because I think that some of these ideas actually sound really good and so I think they may have some potential. Also I feel like just writing the names of them aren't going to help because I may forget those previous ideas, and so I think I should describe them that way I can fully remember what they were. What do you guys think?? Also I'm actually making a game right now with some buds of mine and my plan is to do concepts and also the prototype simultaneously because if I just do the concepts first the game itself may not be good because how the heck am I supposed to know if the concepts are going to work in the final product. So yeah. But again what do you guys think?? [link] [comments] | ||
Differences between languages, what languages should add a solo indie developer? Posted: 01 Nov 2021 08:56 AM PDT Hello Reddit, I'm considering what languages I should add to my game. Initially, I decided to support these languages: English I don't understand the difference between these languages: Spanish - Spain vs Spanish - Latin America Should I support only spanish language and portuguese language and players from Brazil and Latin America will understand and play my game? What languages do you support in your games at the start? [link] [comments] | ||
(AMA)Data from Early Access opening - Impressions from my first time ever releasing as a indie dev Posted: 01 Nov 2021 04:53 AM PDT Hey folks, The image here: https://imgur.com/a/v1JPzFy I've noticed a lot of developers, especially indie developers are curious about what the hard data looks like, and how to gain exposure. I'd like to highlight something that in general should be the biggest driving factor for any title launching, be it Early Access or an official Launch, developers should take the time to really understand their genre and how to use keywords for the "Tags" function on Steam. As a developer, you should research common tags, genres, learn the mapping of the game industry and the specialized focus points as well to achieve the highest numbers. I'd also like to highlight, I had zero marketing budget for the Early Access launch, over 75% of the traffic was directly related to Tags. Upon reading this one may wonder what type of title, how many bugs, etc... I think with keeping up with the "active developer" concept the title will grow in community and player base, and that the Early Launch goal wasn't a success, but rather set the foundation for the official release later on. I hope this helps some of you with questions you may have in terms of first-week data or even 48-hour data turnaround! Feel free to AMA! [link] [comments] | ||
I can't code new features by myself Posted: 01 Nov 2021 07:14 AM PDT Hello, I started game development about 5 months ago without prior coding experience, although the last 3 months I was very inactive and have been stuck. Whenever I try to code a new feature I need a tutorial for it. For example I was trying to create a flapy bird clone and I can't code random obstacle generation (script that spawns obstacles in a endless runner) by myself. Before I tried to do the flapy bird clone I was working on a FPS and got stuck and everyone suggested that I should instead do something thats simple, I thought a flapy bird game would be simple but apparently Im even too bad for that. Do you have any ideas how to get better at coding in general? I want to be able to code new features without tutorials and mostly by myself. Edit: Thank you for all the answers. You all gave some really good advice. Im actually really motivated now so thank you :) [link] [comments] | ||
Posted: 01 Nov 2021 04:45 AM PDT
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Contacts: Rights of First Offer (ROFOs) and Rights of Last Refusal (ROLRs) Posted: 01 Nov 2021 09:53 AM PDT
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Posted: 01 Nov 2021 05:52 AM PDT Hi, over the years I collected multiple asset(pack)s from countless stores or sales. All together they are over 200GB worth of assets. Now I struggle to search them. The collection gets bigger every month. Is there any tool out there that can handle this amount and show good previews? I found several tools for massive amount images but nothing for 3D art or music. Additionally some kind of auto-tagging would be nice to search for stuff efficiently. [link] [comments] | ||
It's my first project that get so far Posted: 01 Nov 2021 11:44 AM PDT
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SIGGRAPH: A Deep Dive into UE5's Nanite Virtualized Geometry Posted: 31 Oct 2021 04:34 PM PDT
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What to expect when a mega-influencer plays your game. (Developer Interview) Posted: 01 Nov 2021 07:42 AM PDT Hey r/gamedev, I've noticed a lot of developers on here post questions or stories relating to capitalizing on positive PR from influencers. Posts like this one come to mind, where developers feel like they should have garnered thousands of sales due to mega influencers playing their game. I wanted to contribute to that discussion by sharing my recent interview with young horror game developer Henry Hoare. Henry recently released "Bloodwash" which is a short, relatively linear horror game which was recently played by the likes of Markiplier and a few other huge influencers. While he didn't share exact sales numbers with me, he had some interesting things to say regarding how he handled his games spontaneous YouTube fame. We also discuss a few ways you can try to make your game more "replayable" to translate more of those views into sales. The interview is part of my podcast, Free Roam. If you just want to hear about how Henry dealt with the attention from Markiplier, that discussion starts at the 13:26 mark and lasts for about 5 minutes. If you want to hear more about his game Bloodwash, it's grimy PS1/Silent Hill art style, or how Henry got into the industry, you can listen to the whole thing. (about 25 minutes total) Hope you all enjoy and maybe learn something too. Feel free to provide feedback here if you'd like too. If you or someone you know would like to be a guest on my podcast, DM me. Thanks! [link] [comments] | ||
Need help with code architecture Posted: 01 Nov 2021 05:23 AM PDT Hi, I'm trying to move on to a larger project with Unity and I need some help. The idea is essentially a 1-on-1 copy of Starcraft 2 since it's purely to train my coding skills. In SC2 each unit has different traits, some can cast spells, some have special health types (regenerating shields), buildings are also technically units with a grid size and 0 movement speed, some can fly etc. If I don't want to hard code each unit and have more of a "drag and drop" approach to these traits in the inspector, such that modding the game wouldn't require opening up an IDE. how would I go about it? I've read about Composition over inheritance, and it seems to fit the bill, but it looks like for each unit I'll have to code a script for them, which goes against the idea I have. Any advice is much appreciated, whether it's on the execution or to point me in a different direction. Thanks! [link] [comments] | ||
How do I know which terms are copyrighted/trademarked to avoid using them in my game? Posted: 01 Nov 2021 08:56 AM PDT I'm writing a space shooter game, and I'm coming up with names for the weapons. I want to know which terms I should avoid using to avoid infringing on copyright/trademark. For example, I'm pretty sure I can't call my weapon a "phaser" because that seems to be exclusively used in Star Trek and I imagine they own the rights to it. Obviously generic terms like laser, missile, and torpedo are fine, but what about terms like disruptor? Disruptors are used a lot in Star Trek, but they're also mentioned in several other pieces of sci fi fiction (source). Another example is ion cannons which are mentioned in various sci fi. Would these be ok to use in my game? Just wondering if anyone has some guidance for what terms I should avoid. [link] [comments] | ||
What Language is the game "Just one boss" in? Posted: 01 Nov 2021 07:19 AM PDT Hi! I'm currently working on a fan game for one of my favorite time-killing games: Just One Boss. However, I'm having trouble figuring out what language the game was made in. I would appreciate any and all help I can get, thank you in advance! [link] [comments] | ||
Is there a website where developers ask for free services ? Posted: 01 Nov 2021 09:23 AM PDT I would like to participate in game development or minor features in game but i've not really the time because of my work. I would like to work on some projects for free (on minor features, i've enough pressure with my work and i don't want to give hope to someone who will think that i'm doing it 8h/days My goal is mainly to improve and do what i like. Any website that has this type of request ? [link] [comments] | ||
I have around 3 months to make a full game, based on my experience, what sort of games can I make? Posted: 01 Nov 2021 09:13 AM PDT I am joining a competition for game development and I will have around 3 months to make a full game. I don't want to give myself too much work so I'd have to make a simple but fun game. The issue is that I tend to overestimate my capabilities and have no idea what I can accomplish in 3 months. If I am relatively new to game development and only made Pong and an unfinished platformer as my first games, what can I create in a span of 3 months? [link] [comments] | ||
Need help with editing and sprite sheets. Posted: 01 Nov 2021 09:00 AM PDT Okay, so first of all.. Hi! Any help will be appreciated. [link] [comments] | ||
Posted: 01 Nov 2021 06:31 AM PDT Does it mean that the resolution of the building should be the same on all modular parts? What if you make one big 4k uv building and split it with seams so that every part has the same resolution? In addition to buildings, is it worth using modular pieces in other cases? For example, consider that I would like to model a bar counter that I would only use once in a tavern. In such a case, making it modular pieces and using it 5 times in a row to get the desired effect would be more profitable than modeling the entire model and using it only once? I'm eager to learn more about the technical advantages and disadvantages of both solutions. [link] [comments] | ||
Contest Giveaway! How to Develop Super Powers in Virtual Reality - Flying Part 3 Posted: 01 Nov 2021 11:47 AM PDT
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Posted: 01 Nov 2021 01:11 AM PDT I'm making a game and I would like to implement a mini-game to unlock a crate filled with loot and I need ideas. [link] [comments] |
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