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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Question, does "Logic Epee" sound like a good name for a fencing-themed-murder-mystery-visual-novel? I really like the title, but I'm not sure how it sounds to people who aren't used to fencing. I've been working on this thing for long enough I probably should settle on a name though haha.

The metaphor for your game is really strong, and I can't help but feel there's an existing phrase that would be perfect, given - specifically - sword fighting as a concept for a duel between people has been used as a metaphor for battles of wits in debate and legal settings.

Things like an argument being on point, or the thrust of an argument, offering a riposte, etc. I believe an argument or plan being foiled also comes from a swordfighting etymology.

EDIT:
Actually, "Foiled" isn't horrible
 

Pengew

Member
Working on "The Skull Lord" boss animations. Overall I'm happy with the way he turned out. Still need to fix the boomerang spin animation, add shadows and the main character.

vuJQJRM.gif
 

Hopeford

Member
Logic Epee makes it sound like... I don't know, a slurpee-based puzzle game or something. I don't think most people know what epees are.

Yeah, I was afraid of that. I might go for something less fencing themed, I guess I just wanted to think of something that kind of summed up the game a bit. Like, "Oh yeah, that fencing-murder-mystery game." But if I can't find a better name I just might go with something more generic.

The metaphor for your game is really strong, and I can't help but feel there's an existing phrase that would be perfect, given - specifically - sword fighting as a concept for a duel between people has been used as a metaphor for battles of wits in debate and legal settings.

Things like an argument being on point, or the thrust of an argument, offering a riposte, etc. I believe an argument or plan being foiled also comes from a swordfighting etymology.

EDIT:
Actually, "Foiled" isn't horrible

Haha, yeah that's what's driving me insane. I keep going like, "I'm so close to a name." It's like I'm on the edge of a pun about razor sharp wit and blades but it's just not there. I guess one issue is that a lot of fencing terminology derives from french so it wouldn't be immediately recognizable in English. Something about "Foil" could work, yeah.

Failing all that, I guess I could always just go on full cheesy and do something like "Murder Parry," "Logic Lunge" or if I end up going really, really lazy "The Fencing Murder Case."

Thanks for the suggestions guys!
 
Aw, I thought "Black Card" was a clever way to incorporate fencing rules into the title ;)

Maybe you could go verbose. Something like:

"Foiled! ~The Last Riposte~"
 

Hopeford

Member
Oh Black Card totally works in that context, the issue would be that the game's story is already written so that wouldn't fit. I kind of wish I heard your suggestion before I wrote out the plot haha.
 

gooey

Neo Member
Working on "The Skull Lord" boss animations. Overall I'm happy with the way he turned out. Still need to fix the boomerang spin animation, add shadows and the main character.

vuJQJRM.gif
Hell yeah! Look at that guy. I'm digging it.
(Hoping he has the ability to summon grabbing skeletons arms from the ground) XD

I haven't posted much about the game I'm making (First Person Dungeon crawler.
). Will do this weekend.
Have done a fair bit.
Randomly generated dungeon works... kinda. (It's made up of rooms, corridors and junctions with an algorithm to fit them together. Probably pretty standard.)
Haven't done any collision checks yet though so need to sort that...
 

_machine

Member
Woah so much cool stuff here after I was away for a couple of days, I really want to see more of that Bluestreak.

As for us, it's been a bit of crunch for the NGC build, but at the same time we've seen a huge amount of progress in just a few days and everything has really come together lately. Now, we'll have to spend some time recovering from the amount of work done and I can never recommend crunching for over a week, but we are really happy how the build is coming along.

Me and one of our programmers were in Helsinki a couple of days ago for the Games First organized by Supercell (fantastic event, great food, great talks and great people) and had some really great tips on Multiplayer design from Rob Pardo (ex-Blizz Lead Designer) and Karoliina Korppoo (lead designer of Colossal Order) and already gotten some of the mechanics working even better. I really love how helpful and tightly knit the Finnish game industry is and how much everyone is willing to share and no one is really competing against each other.

I also forgot to post our latest update here: Designing Cards for Ancestory
 

Minamu

Member
I could use some help :) I'm trying to come up with clever powerups for our zombie game. We're going with the idea of having a special elite zombie appearing every X amount of seconds and it's random what effect it has if killed. Right now we have Twin/Triple shot, as in double the amount of bullets flying, Time Slowdown, making enemies move slower for X amount of time, and finally Time Reversal, rewinding the clock making all enemies move backwards for X amount of time. Never mind the unrealistic aspect xD

Since we have a day night cycle, certain powerups will only appear at certain times of day. The core mechanic is simply shooting approaching enemies, which is an automatic process. If you shoot enough enemies, you get grenades you can use like smart bombs, killing everything on screen. So such a powerup isn't possible. I'm at a loss right now for what else could fit :/ I've suggested Time Stop (complete zombie stand still) and Aggro Diversion, killing an elite draws aggro away from the player for a short while towards where the elite was killed, but my programmer thought it might be too difficult to make and might clutter the screen. but I digress.

Anyone have any suggestions? :) The goal is to have at least two powerups per time of day, so we're missing one, unless we want to go for three per time of day. It's not a super realistic game, you wouldn't even know it's zombies unless told so, so the poweups don't have to follow any zombie lore or anything.

Edit: We'll try explosive/armor piercing rounds, duh xD
 

udivision

Member
Fan Game time. I released this about a month ago, figured people might be interested.

This was made in Construct 2, and development started around the time TWEWY was pulled from the iOS store in the US.

inkMd6pcKDBME.gif

The World Ends With You: Noise Busters

Play It Here: Game Jolt Page

A Score-Attack Arcade game with RPG features based on the cult classic, The World Ends With You.

============================================

Features:
  • Level Up your characters to bust more noise
  • Rack up your score by keeping your combo multiplier up
  • Increase your rank to unlock new Pins and abilities
  • Collect loot from Noise to further improve your characters

Playable Characters:
  • Neku
  • Shiki (Unlocked at Neku Lv. 10)
  • Beat (Unlocked at Shiki Lv. 10)
  • Joshua (Unlocked at Beat Lv. 10)
============================================
Videos
https://www.youtube.com/watch?v=3zYJ1z2xmoo
https://www.youtube.com/watch?v=VqofsPCJlt4

Screen Shots

ShockedEverlastingFrilledlizard.gif
 

missile

Member
You consistently amaze me with the work you create.

Do you have a blog where you write about your projects?

Ohh, seems a rotorzoom still propels people from behind the woodwork! :)
I wish I would have a blog, but unfortunately there is virtually no time for
me to maintain it. Stuff like the rotorzoom and similar I do just to please
myself, to relax from the more difficult things I'm working on. The things
I write here (see many of my past posts; read the quaternion stuff I wrote
in the math thread for example) and just a bit on my UP is all there is and I
guess there won't be much more for the foreseeable future, yet I would love to
write much more.
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
Ohh, seems a rotorzoom still propels people from behind the woodwork! :)
I wish I would have a blog, but unfortunately there is virtually no time for
me to maintain it. Stuff like the rotorzoom and similar I do just to please
myself, to relax from the more difficult things I'm working on. The things
I write here (see many of my past posts; read the quaternion stuff I wrote
in the math thread for example) and just a bit on my UP is all there is and I
guess there won't be much more for the foreseeable future, yet I would love to
write much more.

I just dug down and found your post about Quaternions and bookmarked it.
Bummer that you don't have the time to write more about the stuff going on in your mind. It definitely is filled with a lot of useful information.
 
Thanks for the feedback guys! I'm working on beefing up the fonts now. They looked alright on my TV, but I can see them being an issue down the road.

I also added a 1PX drop shadow to them to help them stand out against brighter BGs, and will be adding in some colored elements as needed. Right now, they flash red when you run out of ammo and get low health. I also started testing the implementation of a rechargeable shield:

9de331e8e6e82066fafc92e32f89666b.gif


5b54441a9411d42b9ff21551fe70a9e8.gif


Thanks again! Unfortunately, we really do not have any form of blog yet, I'll be seeing what I can do to get those up and running.

We have a Twitter and Facebook, but they aren't being used at the moment. Not enough progress too really write a lot about :/
 

Pengew

Member
Hell yeah! Look at that guy. I'm digging it.
(Hoping he has the ability to summon grabbing skeletons arms from the ground) XD

Actually, the little skeletons on the wall pop out and start attacking you. Thats mostly for the level itself though. I like that idea of having him summon skeletons from the ground. I might see if I can add that or maybe make another variation. Have a few other variations for this dude in mind. The other having a huge mace on his arm.


This is cool, what's it for?

Its for a Rouge-like Hack n' Slash with Monster Hunter-esque bits in there as well. I'm not completely sure on all the mechanics of the game just the basics. I am mostly the art guy.


Well that looks awesome.

Thank you! Glad you guys like the boss design. I have been working on him for the past few days. Might need a few more small tweaks but i think he is pretty much done.
 

Noogy

Member
rotoroom.gif


Rotorzoom never dies, does it?


You consistently amaze me with the work you create.

Do you have a blog where you write about your projects?

I enjoy missile's work as well. I consider myself just decent enough of a programmer to get my ideas up on the screen, but I could never do the stuff he does.

http://gfycat.com/SoreGentleHarrierhawk

Playing with parallax for the match intro scenes (and potentially all plot critical scenes, now that it seems to work).

Ooh, that's really cool, I like :)
 

Lautaro

Member
Sup,

I'm working in the first ending of my game (the idea is to have at least two) and I could use some help and feedback with the text. I always wonder if my english sounds awkward for the rest.

Anyway, here's the vid (spoilers of course):

https://youtu.be/Yv775nCDO54
 
Man I'm really in awe from all these cool projects you guys are doing!
Hope I can create something similar at some point, but I never seem to be able to create any art for my projects and abandon them at some point :D
 

missile

Member
Thanks for the flowers, guy 'n gals! I'm glad you enjoy watching some of my
(random) stuff while you guys are working on your games, which are truly
awesome at times esp. looking at the lasted from ConvenientBox, Shwip, so
thrilling just by watching. :+


I just dug down and found your post about Quaternions and bookmarked it.
Bummer that you don't have the time to write more about the stuff going on in your mind. It definitely is filled with a lot of useful information.

Do a write up on that dithering technique some day willya?

I've a lot of information on old-school rendering techniques. At times I wish
I could write a book about it (have even started one a couple of years ago),
about retro graphics showing all the cool stuff incl. algorithms etc., since
many books (even Computer Graphics Principles and Practices, the Bible if you
will (only the old ones)) do miss some of the fine technical information about
rendering, shading techniques, and image processing used in old video games or
art creation. But who would kickstart such a book? Even if founded
successfully the return of any investment would converge to zero if you can't
sell thousands of copies. Given the audience, it's not very likely to sell
that many. Pricing the book high won't help either, it would/will be pirated
right away. And driving the kickstarter high is also not an option because it
becomes implausible since many people simply don't know how much work it is to
actually write a very good technical book no matter what you are telling. And
those who does aren't likely that many. I mean, what to offer as rewards for
the supporters than just saying "Thank you." or giving them the book straight?

So I've put the book aside and leave it until I'm in smooth water so to speak.
However, I haven't given up on all the techniques and stuff. That's what the
Retro Engine is for and is where I put all these cool little things into. One
thing am dying for is doing 3d shaded graphics out of a fixed color table (256
colors and less). However, instead of wasting the entries to give shades to
some predefined colors (as was done most often back in the days) I want to
compute specific shade(-table)s out of this fixed palette and use those for
shading and dithering etc.. This will produce some fine subtle wrong-coloring
effects in the shades of an object being lit. I want to use that in may game
Superstall.

I think there are many artistic advantages working out of a fixed color
palette plus their algorithms. Many of these techniques are still unexplored
in computer graphics and/or video games. They never took off due to the advent
of the graphics accelerators pushing their true colors and associated
algorithms into the limelight, which is good, mind you. However, said "fixed-
techniques" never had a change to be explored under today's computational
performance and storage metrics, nor were they ever applied to 3d just for the
simplest case. But with today's performance and storage capacity we can even
enhance upon these techniques way beyond what was possible back in the days.

I think the love for simplistic 3d retro graphics (incl. limited texturing and
coloring), see Low poly love, are just the beginning.

One of the things that really plays in favor for such sort of graphics is the
ever increasing display estate. As more estate you have, as better the retro
effects can be made, since you can trade resolution for quantization levels.
 

Vanguard

Member
I'm still trying to find textures and geometry that I really like, that's simple yet strangely pleasing to look at. I'm no artist so I've just been trying out a lot of different things and then throwing them out. I'm currently happy with this at the moment, although I need to work on what colours to use. I also don't want to use it for everything as that'd be too much (I also don't want to go too "Tron"). It's in my head what I want but I struggle to put it down onto paper so to speak... unless it's code.

Also managed to get nav mesh baking and baked real-time GI to work with procedural levels. I mean they're not fully procedural as it uses pre-built "rooms", but the layouts are different, so I'm happy with that progress.

NUYRGmS.gif




edit: If the buildings had it as well... (Not fan of the red)
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg


NO THIS IS NOT CLIFFYB's GAME I'VE BEEN WORKING ON THIS FOR YEARS :(




gwnTkIz.jpg


0gRx0Vq.jpg


HyEs5h6.jpg


http://lightningui.com/portfolio/images/bluestreak/bluestreak.webm

(GIF version)


Basically, we are taking influence from a few rail shooters out there currently, but with some neat little twists. Our main gameplay change is the fact you can hijack other ships, which will give you a variety of different styles of playing. Ships can have different speeds, weapons, movement techniques, shields, abilities.. all kinds of fun stuff.

KBeaBfO.jpg


tldr; Starfox X Mechassault ?

I've been mainly fleshing out the weapon system to the point where we can easily create weapons. Things like toggles for chain/rapid/burst fire, beam type weapons, homing, locking abilities, charging, and homing. I'm also the main UI person. Right now, we are kinda lacking stuff to be seen here, but we do have a few other ship types currently created. We need to get a concept artist so our modeler has some references to work off of.

Is there anything you guys would like to see in a game like this?

Goddamn, I love the look of this. I've wanted to do a Starfox'ish game for a while, cause I think that image that Orioto made (http://41.media.tumblr.com/tumblr_ku3b4x8Ntn1qzp9weo1_1280.jpg) could totally be translated into realtime graphics now.

I'm not super fond of the effects you have in there, all the explosions still look really flat, but goddamn, this is super inspiring. Great job.
 

JNT

Member
I've a lot of information on old-school rendering techniques. At times I wish
I could write a book about it (have even started one a couple of years ago),
about retro graphics showing all the cool stuff incl. algorithms etc., since
many books (even Computer Graphics Principles and Practices, the Bible if you
will (only the old ones)) do miss some of the fine technical information about
rendering, shading techniques, and image processing used in old video games or
art creation. But who would kickstart such a book? Even if founded
successfully the return of any investment would converge to zero if you can't
sell thousands of copies. Given the audience, it's not very likely to sell
that many. Pricing the book high won't help either, it would/will be pirated
right away. And driving the kickstarter high is also not an option because it
becomes implausible since many people simply don't know how much work it is to
actually write a very good technical book no matter what you are telling. And
those who does aren't likely that many. I mean, what to offer as rewards for
the supporters than just saying "Thank you." or giving them the book straight?

Support a Kickstarter for a book like that? I would absolutely do that! I believe there is a niche, yet substantial market for this (provided the scope of the project is reasonable). The tricky part is making that market aware of your book's existence.

As for the details of the Kickstarter, I agree. I mean, there really is not much you can do past giving the backer a copy. Is there no way to limit the number of contribution levels to maybe one or two levels? Unfortunately I can't say much about the economics of writing a book. Have you tried pitching the idea to one of the established tech publishers? Maybe they would be willing to fund it?
 

Dascu

Member
Would enjoy if you could reflect on your Early Access experience.

As promised, some short reflections on the Early Access of Malebolgia:

I had three goals in mind with putting Malebolgia on Early Access. The first is the standard objective of EA, namely to get feedback on gameplay mechanics and to engage with the players on a regular basis. I was however very disappointed in this respect. I only got limited feedback on the Steam forums. That is partly because not that many people bought and played the game. But I think even more than that, it didn't make a great deal of sense to put a single-player and story-focused horror game on EA. A lot of people were apprehensive to buy the game in the first place, because it makes far more sense to wait until it's finished and you can experience the entire story from start to end. Buying it in December to play the final version in May is a bit foolish. There was also no incentive to keep playing it. I had a lot of people buy it at launch, play until the EA limit (which is about halfway through the game), and then not touch it again until the final release. The result is that I did not get any new feedback from those players even when I uploaded new builds. I had no one to tell me whether the update was an improvement or not.

The second objective of EA was to gain visibility and test the waters. In that regard, it was moderately successful. It really helped to create some awareness (though overall still very little), by way of some EA previews and YouTube playthroughs. Most of these were also positive, with players appreciating the atmosphere while giving some of the flaws (like animations or stiff combat) a pass since it the game was unfinished. It helped me identify the strengths and weaknesses of the game. Though, and this refers back to the previous paragraph, I don't think I ever quite managed to polish the weak spots as well as I should have. Largely to my own lack of skill, time and also due to the vague nature of feedback. The EA period further brought in some initial cashflow which helped to fund licenses and other costs, while at the same time tempering my expectations.

Third, EA helped me prepare. Next to giving me some much-needed boosts of confidence with a positive preview, it took some pressure off my shoulders by not making the release a one-shot game. It allowed me to put my project out there without the need to have everything "finished". I could take care of bugs at a less demanding tempo and it gave me time to become familiar with Steam(works), publishing and community engagement. Since this was my first full game release, I found EA invaluable in that regard.

In summary:
- Community feedback and interaction to polish game design was lacking, due to nature of game and small market reach.
- Somewhat reasonable indicator of potential for success.
- EA worked great as prep-time for a novice in game development and publishing.

In the future, I don't think I would go back to Early Access unless the product is more fit for that purpose. I.e. Less focus on story and more something that supports continuous updates without seeing player drop-off. For the type of game Malebolgia is, testing and gameplay iteration should (have been/) be more targeted to a small and dedicated group of testers.

I also want to add that the full release revenue from the first 24hrs was almost twice as much as the combined revenue of six months of EA. Sales are dropping off again now though. The income is incredibly modest in the grand scheme of things. Luckily this has been a hobby project in my spare time. However, the sales have covered all of my past and near-future costs in terms of licenses, devkits, etc. I'm keen to find out how things like the upcoming Summer Sale or (later on) participation in bundles will help.

The outline for the future of Malebolgia is:
- Continuous minor updates to fix bugs or do little tweaks based on feedback from the Steam community forums.
- A more large-scale update is planned to update sound effects and, to the extent feasible, improve animations and combat.
- Mac/Linux versions, possibly combined with that large-scale update.
- Ahead of Summer Sale, I want to introduce Steam trading cards.
- Development of WiiU version for eShop release, probably late Summer or early Fall.
 

Mr. Virus

Member
As promised, some short reflections on the Early Access of Malebolgia:

I had three goals in mind with putting Malebolgia on Early Access. The first is the standard objective of EA, namely to get feedback on gameplay mechanics and to engage with the players on a regular basis. I was however very disappointed in this respect. I only got limited feedback on the Steam forums. That is partly because not that many people bought and played the game. But I think even more than that, it didn't make a great deal of sense to put a single-player and story-focused horror game on EA. A lot of people were apprehensive to buy the game in the first place, because it makes far more sense to wait until it's finished and you can experience the entire story from start to end. Buying it in December to play the final version in May is a bit foolish. There was also no incentive to keep playing it. I had a lot of people buy it at launch, play until the EA limit (which is about halfway through the game), and then not touch it again until the final release. The result is that I did not get any new feedback from those players even when I uploaded new builds. I had no one to tell me whether the update was an improvement or not.

The second objective of EA was to gain visibility and test the waters. In that regard, it was moderately successful. It really helped to create some awareness (though overall still very little), by way of some EA previews and YouTube playthroughs. Most of these were also positive, with players appreciating the atmosphere while giving some of the flaws (like animations or stiff combat) a pass since it the game was unfinished. It helped me identify the strengths and weaknesses of the game. Though, and this refers back to the previous paragraph, I don't think I ever quite managed to polish the weak spots as well as I should have. Largely to my own lack of skill, time and also due to the vague nature of feedback. The EA period further brought in some initial cashflow which helped to fund licenses and other costs, while at the same time tempering my expectations.

Third, EA helped me prepare. Next to giving me some much-needed boosts of confidence with a positive preview, it took some pressure off my shoulders by not making the release a one-shot game. It allowed me to put my project out there without the need to have everything "finished". I could take care of bugs at a less demanding tempo and it gave me time to become familiar with Steam(works), publishing and community engagement. Since this was my first full game release, I found EA invaluable in that regard.

In summary:
- Community feedback and interaction to polish game design was lacking, due to nature of game and small market reach.
- Somewhat reasonable indicator of potential for success.
- EA worked great as prep-time for a novice in game development and publishing.

In the future, I don't think I would go back to Early Access unless the product is more fit for that purpose. I.e. Less focus on story and more something that supports continuous updates without seeing player drop-off. For the type of game Malebolgia is, testing and gameplay iteration should (have been/) be more targeted to a small and dedicated group of testers.

I also want to add that the full release revenue from the first 24hrs was almost twice as much as the combined revenue of six months of EA. Sales are dropping off again now though. The income is incredibly modest in the grand scheme of things. Luckily this has been a hobby project in my spare time. However, the sales have covered all of my past and near-future costs in terms of licenses, devkits, etc. I'm keen to find out how things like the upcoming Summer Sale or (later on) participation in bundles will help.

The outline for the future of Malebolgia is:
- Continuous minor updates to fix bugs or do little tweaks based on feedback from the Steam community forums.
- A more large-scale update is planned to update sound effects and, to the extent feasible, improve animations and combat.
- Mac/Linux versions, possibly combined with that large-scale update.
- Ahead of Summer Sale, I want to introduce Steam trading cards.
- Development of WiiU version for eShop release, probably late Summer or early Fall.

Cheers very much for this! And if you're in need of a hand for sound effects let me know, might be able to help a bit :).
 
Well I'll be damned, I've not-so-inadvertently turned into a dev this year. I've been tinkering with making a full-fledged visual novel for a while, I did some attempts a couple of years ago with varying degrees of success. But only now I have some cash to hire artists, get music donde all those pretty bells & whistles. Boy do I see the cash flying away so fast it hurts. And this is technically super-small scale!

However, I had a couple of questions for more seasoned devs, when it is the right time to make a game reveal? When you have some of the key assets and mechanics laid down? When you have at least an early playable alpha?

Nothing is set in stone, right? It all depends on the genre as well, mounting a proof-of-concept or an early alpha demo is slightly easier on some genres than others...

Either way, I had no idea GAF had this kind of thread so I'm subscribing! :)
 

Minamu

Member
Anyone know what the tax situation is on admob ad revenue? Google just says it's up to me to find out and do the right thing xD gee thanks.
 

missile

Member
Support a Kickstarter for a book like that? I would absolutely do that! I believe there is a niche, yet substantial market for this (provided the scope of the project is reasonable). The tricky part is making that market aware of your book's existence. ...

... As for the details of the Kickstarter, I agree. I mean, there really is not much you can do past giving the backer a copy. Is there no way to limit the number of contribution levels to maybe one or two levels? Unfortunately I can't say much about the economics of writing a book. Have you tried pitching the idea to one of the established tech publishers? Maybe they would be willing to fund it?
Haven't done anything on the publisher side yet, and I may perhaps be the
wrong person doing so, since I have only a minor interest on the business side
of things. A day on bussiness is a lost day on tech. ;) I would rather have
the things almost ready and then talk to any publisher than begging to get any
support which never plays out for the author anyways esp. not for an unknown
one. So doing a Kickstarter and somehow approaching a publisher with the final
book would be a much better position for me, I guess. Btw; I've thought about
the contribution levels a bit. I do have a friend in print and he could made
high-quality posters of many of the results printed in such a book. I would
have always loved to have high quality posters of the classic results from the
work of many of the graphics pioneers on my wall, but unfortunately there is
no access to the source material for doing high quality prints. But with the
possibility of generating the source material itself from the book indicated I
myself would be pleased to have some poster of many cool/classic effects on
the wall. The famous glenz cube would be a nice example (taken out of the
chapter about glenz vectors). But I do not think that such a contribution
level (posters) would draw much more people into a Kickstarter of this kind. I
mean, who here knows about glenz vector? Hence, such a contribution level
would perhaps only be of interest to those who already have an idea about some
of the topics covered and yet want to gain a deeper understanding of some of
the techniques or are just interested to read about while drawing new ideas
from, and as such will pledge anyways. Anyhow, it's all hypothetical for now.
 

Pehesse

Member
As promised, some short reflections on the Early Access of Malebolgia:

I had three goals in mind with putting Malebolgia on Early Access. The first is the standard objective of EA, namely to get feedback on gameplay mechanics and to engage with the players on a regular basis. I was however very disappointed in this respect. I only got limited feedback on the Steam forums. That is partly because not that many people bought and played the game. But I think even more than that, it didn't make a great deal of sense to put a single-player and story-focused horror game on EA. A lot of people were apprehensive to buy the game in the first place, because it makes far more sense to wait until it's finished and you can experience the entire story from start to end. Buying it in December to play the final version in May is a bit foolish. There was also no incentive to keep playing it. I had a lot of people buy it at launch, play until the EA limit (which is about halfway through the game), and then not touch it again until the final release. The result is that I did not get any new feedback from those players even when I uploaded new builds. I had no one to tell me whether the update was an improvement or not.

The second objective of EA was to gain visibility and test the waters. In that regard, it was moderately successful. It really helped to create some awareness (though overall still very little), by way of some EA previews and YouTube playthroughs. Most of these were also positive, with players appreciating the atmosphere while giving some of the flaws (like animations or stiff combat) a pass since it the game was unfinished. It helped me identify the strengths and weaknesses of the game. Though, and this refers back to the previous paragraph, I don't think I ever quite managed to polish the weak spots as well as I should have. Largely to my own lack of skill, time and also due to the vague nature of feedback. The EA period further brought in some initial cashflow which helped to fund licenses and other costs, while at the same time tempering my expectations.

Third, EA helped me prepare. Next to giving me some much-needed boosts of confidence with a positive preview, it took some pressure off my shoulders by not making the release a one-shot game. It allowed me to put my project out there without the need to have everything "finished". I could take care of bugs at a less demanding tempo and it gave me time to become familiar with Steam(works), publishing and community engagement. Since this was my first full game release, I found EA invaluable in that regard.

In summary:
- Community feedback and interaction to polish game design was lacking, due to nature of game and small market reach.
- Somewhat reasonable indicator of potential for success.
- EA worked great as prep-time for a novice in game development and publishing.

In the future, I don't think I would go back to Early Access unless the product is more fit for that purpose. I.e. Less focus on story and more something that supports continuous updates without seeing player drop-off. For the type of game Malebolgia is, testing and gameplay iteration should (have been/) be more targeted to a small and dedicated group of testers.

I also want to add that the full release revenue from the first 24hrs was almost twice as much as the combined revenue of six months of EA. Sales are dropping off again now though. The income is incredibly modest in the grand scheme of things. Luckily this has been a hobby project in my spare time. However, the sales have covered all of my past and near-future costs in terms of licenses, devkits, etc. I'm keen to find out how things like the upcoming Summer Sale or (later on) participation in bundles will help.

The outline for the future of Malebolgia is:
- Continuous minor updates to fix bugs or do little tweaks based on feedback from the Steam community forums.
- A more large-scale update is planned to update sound effects and, to the extent feasible, improve animations and combat.
- Mac/Linux versions, possibly combined with that large-scale update.
- Ahead of Summer Sale, I want to introduce Steam trading cards.
- Development of WiiU version for eShop release, probably late Summer or early Fall.

Thanks a lot for the detailed thoughts!
 

Minamu

Member
Well, I promised you guys an update today, maybe some info and screenshots. But I got something better! :D Our game, Keep On Shooting, is already available on the Google Play Store! You can either download it for free if you have an Android device (tablet support is in there but we haven't actually tested it so any help with that would be cool), or simply look at the fancy pictures ;)

https://play.google.com/store/apps/details?id=com.weekendgames.keeponshooting

I hope you like it, any feedback is appreciated of course! The main game was made over two days a few weeks back with the powerup system and balancing being done the last 24 hours. Feel free to tell your friends ;)
 
Well, I promised you guys an update today, maybe some info and screenshots. But I got something better! :D Our game, Keep On Shooting, is already available on the Google Play Store! You can either download it for free if you have an Android device (tablet support is in there but we haven't actually tested it so any help with that would be cool), or simply look at the fancy pictures ;)

https://play.google.com/store/apps/details?id=com.weekendgames.keeponshooting

I hope you like it, any feedback is appreciated of course! The main game was made over two days a few weeks back with the powerup system and balancing being done the last 24 hours. Feel free to tell your friends ;)

Visually it would be nice to see a bit more variety in everything. Would be nice if the boxes "preferred" to come from the length of the device since 16:9 devices don't leave much room for error when boxes come from the short 9 bias. More sound effects would go far to help the game-y feel.

The game is interesting in terms of gameplay but without more one-offs it can get stale and repetitive pretty quick. You do have some power-ups but I would like to see more in the way of things you shoot to spice it up a bit.

Major complaints:
-You have ads yet you do not set a 'net connection as a special requirement in permissions
-Instead of giving an option to sign in with Google Play you just auto-ask - should be an option on the menu
-You play ads DURING the gameplay on-screen (chewing up that "9" bias) and IMMEDIATELY when you are touched, before being taken to a game over screen. Pick ONE and ONLY ONE method to display ads. Having ads everywhere is annoying, especially a mix of banner ads during play and full-screen-to-the-face ads you don't see coming.

Ads should always be at the launch of the game, or after you hit PLAY, before the gameplay starts. If people are doing well and have to put the game down - how are you supposed to get impressions if they don't die to show the ad? I frequently clear running apps by swiping throughout the day that are minimized, i'm not the only one.
 

Lautaro

Member
In summary:
- Community feedback and interaction to polish game design was lacking, due to nature of game and small market reach.
- Somewhat reasonable indicator of potential for success.
- EA worked great as prep-time for a novice in game development and publishing.

Very interesting.

I'm thinking about going for Early Access with my game too. I hope to get feedback because the game is supposed to be played more than once (RTS with random encounters) and the game has a lot of potential for new content and features (IMO) wether the community thinks the same we will see.

In the meantime I'm having a lot of fun making the Store Page and filling the information for my game in Steamworks, must be the excitement of getting this far.

However, I had a couple of questions for more seasoned devs, when it is the right time to make a game reveal? When you have some of the key assets and mechanics laid down? When you have at least an early playable alpha?

I'm not seasoned (I'm close to releasing my first game) but most people seem to suggest to start promoting at the moment you have something to show: prototype, gameplay video, concept art, etc. For a visual novel seems complicated without revealing important plot points... maybe I'm out of line but you could treat it like a movie and tease with specific scenes, a funny dialogue or plot point that doesn't spoil the game. If you have some special game mechanic or gimmick you need to show that too.

Marketing is hard, better to start sooner rather than later.
 
Guys! Good news!

It seems like my employer is cool with me working on my own project. I work for a AAA dev so I put my own project on hault. I am super excited.
 

Blizzard

Banned
Guys! Good news!

It seems like my employer is cool with me working on my own project. I work for a AAA dev so I put my own project on hault. I am super excited.
Just make sure you've also checked with your employee agreement / legal department / HR or whatever. I don't know about the AAA game industry, but a ton of normal software companies have the whole "If you work on anything related to our business while you're working for us, WE OWN WHAT YOU INVENT" thing. This may be true even though you're doing the game on your own time. I think California tries to make such ownership claims illegal if you're using your own time though.
 

cbox

Member
Just make sure you've also checked with your employee agreement / legal department / HR or whatever. I don't know about the AAA game industry, but a ton of normal software companies have the whole "If you work on anything related to our business while you're working for us, WE OWN WHAT YOU INVENT" thing. This may be true even though you're doing the game on your own time. I think California tries to make such ownership claims illegal if you're using your own time though.

Yeah this sucks, best to consult your documentation. Just make sure you don't work on it WHILE at work.

Doing a final pass on all our artwork. Reworked the ship in 3d, rendered - photoshopping like a beast now!

XQmZ1Be.jpg
 

challen

Member
Hello,

I have what I think is a simple set of questions.
What would you (or average potential buyer) want to know about a potential indie game to make you interested in it?
Should I put all that information on the game's website and crowd funding page?
The game website is http://reservwars.com

I asked some questions about my game Reservwars on TIG, and someone told me they didn't have enough information about the game to form an opinion. I am trying to decide what information about the game should be available, and yet I don't want to commit to game features if I won't be able to do them.

Let me know what you think. Thanks!
 
Show off actual gameplay with animated GIFs or a short and to the point video. People aren't going to spend many seconds looking at all the information so you need to sell the game with the first two sentences.
 

Jobbs

Banned
The one thing I'm actually sorta good at, drawing/animating, is the thing I rarely enjoy doing. It's painful (much of the time). It's like flexing a muscle and holding it. I love having done it afterwards, but I never seem to actually enjoy doing it, and this can lead to productivity loss.

Meanwhile, I am always more eager to actually implement, but the programming side is the side I'm pretty shitty at.

Man without a country.
 

gooey

Neo Member
Felt like taking a break from programming and doing some art.
Got a new character! She's the INTERN class.

nUWwp8m.png

Yeah... i'm going for a long coat/hands in pockets... style? I dunno.
I'd be nice to hire an artist for really sick sprites/drawings but I kind of want to do this project entirely myself.

Whilst the dungeon crawling is in first person i've decided the combat is going to bring you to a side view, kinda like in Valkyrie Profile.
valkyrie_profile_battle.png
 

Minamu

Member
Visually it would be nice to see a bit more variety in everything. Would be nice if the boxes "preferred" to come from the length of the device since 16:9 devices don't leave much room for error when boxes come from the short 9 bias. More sound effects would go far to help the game-y feel.

The game is interesting in terms of gameplay but without more one-offs it can get stale and repetitive pretty quick. You do have some power-ups but I would like to see more in the way of things you shoot to spice it up a bit.

Major complaints:
-You have ads yet you do not set a 'net connection as a special requirement in permissions
-Instead of giving an option to sign in with Google Play you just auto-ask - should be an option on the menu
-You play ads DURING the gameplay on-screen (chewing up that "9" bias) and IMMEDIATELY when you are touched, before being taken to a game over screen. Pick ONE and ONLY ONE method to display ads. Having ads everywhere is annoying, especially a mix of banner ads during play and full-screen-to-the-face ads you don't see coming.

Ads should always be at the launch of the game, or after you hit PLAY, before the gameplay starts. If people are doing well and have to put the game down - how are you supposed to get impressions if they don't die to show the ad? I frequently clear running apps by swiping throughout the day that are minimized, i'm not the only one.
Thank you for the feedback, much appreciated :D Unfortunately, neither of us involved are especially skilled in the graphics department, that's why we have designer/programmer graphics. I agree that it could use more variety and the style itself is probably not doing us any download favors. But alas, there's not much we can do about that (and as a designer, I of course firmly believe that the game ought to be enjoyable even with prototype graphics and sounds). By more gameplay variety, do you mean different kinds of enemies to shoot or simply different types of guns or similar? We did discuss having explosive bullets but armor piercing was far easier to implement, and as it is now, having different enemy types could potentially clutter the screen even more than they already do :/ The idea was to go after the gameplay philosophies of games like Flappy Bird, even though we have quite a lot more features than that game already.

As for your complaints, the permissions suggestion is great and something we simply missed, first time and all :D I've sent all your comments to my partner for discussion already. The ads have already been slightly altered, with the big one not popping up immediately any more, and as before, it only has a 33% chance of showing up per death. It has been suggested that we add reward videos that fill up X amount of lives but we might save that for a future project. I agree that the ads are annoying, I asked for advice in here earlier this week and this approach was the suggested one (since they don't interfere with the actual gameplay). But if it were up to me, I'd have no ads at all, of course.

I don't really follow along your last point, sorry. Our current ads are just after we hit Play, although I've suggested ads in the options menu etc to no avail. If players are doing good and not dying, thery're great gamers xD I haven't even beaten my own achievements yet, so dying is quite easy to accomplish, for better or worse.

Edit: The fullscreen has been modified and the countdown ad is only showing on the first start, not on retries, and is also 2 seconds shorter!
 

missile

Member
The one thing I'm actually sorta good at, drawing/animating, is the thing I rarely enjoy doing. It's painful (much of the time). It's like flexing a muscle and holding it. I love having done it afterwards, but I never seem to actually enjoy doing it, and this can lead to productivity loss.

Meanwhile, I am always more eager to actually implement, but the programming side is the side I'm pretty shitty at.

Man without a country.
Sux. Is the pain a physically or mentally kind of thing?


Felt like taking a break from programming and doing some art.
Got a new character! She's the INTERN class.

nUWwp8m.png

Yeah... i'm going for a long coat/hands in pockets... style? I dunno. ...
For one reason or another, I like the style.
 
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