My first game is done! (607583)

Don’t worry about making money with your first game. It is extremely rare to make money on a first game. Everybody who has made good money with a game has also made a bunch of small games to get enough practice to make something people are willing to pay for. There are no exceptions to this. If you read about any of the people who seem to have sudden, overnight success, you will find that every one of those people did a bunch of small projects before hitting it big.

My advice is give away your first several games. Definitely congratulate yourself for completing your project, because completion is key. But keep build games and giving them away until you have enough experience to make something people want to pay for.

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well i tryed to make a horror game and not even the first level was done and i got 1 FPS…

RTS game engine in unity form here im thinking about useing…(i do want to make a RTS at some time i love RTS games!)

https://www.youtube.com/watch?v=pKRnfwFOc_c

An indie horror game is typically a static level with 1 entity chasing you. An RTS game is an ever-changing environment because of building construction and you have countless ai under the control of different hive minds. How can a horror game be less performant? haha

Maybe you were fiddling with the light settings? Lighting is probably the only thing that would make an indie horror game suffer in such a significant way. Or bad use of ai / physics.

Also someone more capable who comes across this forum might be able to tell you how to use the profiler to see where exactly the performance drop is. It’s free now with unity 5.

Congratulations, you have completed one more game than I have. But if you want some constructive criticism, I find your trailer hard to follow and a little irritating with the camera movement.

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Everyone else seems to have the same idea. :stuck_out_tongue:

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more detail in the world around you

RTS can have little detail and still be fun cough Starcraft:BW cough

it was my first trailer aver…no clue how i would make it better : /

Neither of these were first games by unknown developers. Just saying they might not be exceptions. Don’t know about the flappy bird guy. But talking to the creators of Crossy Road, they’ve been around a while and really know their stuff.

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Right I should have clarified. I think a lot of these people think folks just sit down and knock out a smash hit. Like I think many of them probably think those smash hits either were their first game or that it doesn’t matter because they (these new folks) can certainly make at least a couple thousand with their first game. But even though the smash hits are almost always one at the end of a long list of (mostly failed) games these hits are still exceptions because a lot of people on their 5th or 7th or 10th game won’t have made such a hit yet and may never have such a hit that brings in a million dollars or more per month.

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You mean that’s not how it is? :hushed:

I guess ultimately it should be whatever you really want to make. Maybe the asset store can lend a hand - as in look through some free stuff and see how they’re doing it. Might find a more optimized way to handle an rts / horror / whatever.

Horror games are a great way to try something new. And puzzle games.

maybe il just make a little 5 missions free RTS campaing to get used to know how everything works with the codeing

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Exactly. Nobody has sudden overnight success. Even the so called overnight success stories are really much longer tales about people making many projects before doing the project that other people mistakenly think is an overnight success.

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That sounds like an awesome idea.

i think i will do that…the problem will be making the models

That’s a good idea. To get any input from your base, they need to play the games. Those views can be plays, and those plays can become reviews. Once you have some renown you will have no problem charging / fund raising a project :stuck_out_tongue:

If you want a low-poly art style you can use blender to sculpt a high res model and then use the decimate modifier. It’s free commercially too, in case you like it and want to use it for future projects.

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im great with blender

the problem is…thinking of what they should look like!

Design around it so that models either don’t matter or can be very simple. Or, design your game around models and animations you can buy off-the-shelf.

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just got an idea…use the models that i got from the turn-base kit i bought few years ago! (thats what i used to make OP-navy3000)

i could use the base-models that it has and just chang the models a bit and make the buildings and see how that goes…

after all its 100% free

make some red and blue stick figures :stuck_out_tongue:

i know what i will do…

il start work on it next week because then i will be done school for the year!