As it stays in the topic, we are starting our personal challenge of making a small game in just one month.
The explanations and reasoning are in video:
The goal is to submit beta to Steam by 17th of September (2017).
Secondary goal - to make an alpha in 2 weeks.
Further details - in future development log.
We hope that our success (should be success, right? ) inspires all of you - our collegues and fellas!
Once your game is on steam and you sold a few, maybe you can also tell us how accurate the steamspy numbers are! I did ask a few people in the past and the numbers seems to be pretty accurate.
How ever⦠i am really looking forward to your challenge experience and your videos in the next few weeks⦠and hope of course that your project is a success!
Well thats the point⦠steamspy is just a sample with some math behind it to create an estimation⦠its not clear how accurate this numbers are. They seem to be a very good estimation, but with more samples we will know more
Thank you Phillipp! Itās great to have other devsā support!
Also your project looks very technical - I was amazed with your dynamic light-cookie solution! Will look at your thread as well!
Totally agree, I also wondered how accurate those numbers are. Weāll see in autumn.
Thank you Kirill! Yes, the project got pretty technical, I just enjoy tinkering I guess I will actually likely drop the light-cookie solution when I get hands on a dynamic GI solution, as the visual qualitiy with just a directional light from above is quite poor unfortunatly. Either there will be something Unity built in for me in the future, but otherwise Iām hoping for HXGI to be released in time: https://forum.unity3d.com/threads/hxgi-realtime-dynamic-gi.472486/
First of all, thank you all for your support - you probably know how it is important for devs to feel their product is interesting for someone.
Secondly, we had a short discussion with our team and decided that posting a video each 2 days is not very cool:
Usually there is very little to show since last video, at least at current stage of development, when we donāt just insert art, but actually adjust it to our needs
We often have stuff we are working on at disassembled state, and making it ready for video distracts the pipeline
In general, over-rushing can hurt architecture.
So all in all, we will post videos when we are ready to show something descent, and also we wonāt rush for alpha (which was planned in 2 days) - but rather focus on clear architecture and system that will allow us to fulfill our main goal (beta on 17th of Sept) in time.
Meanwhile, here is our shipās central section:
(sorry, inserting images doesnāt work for some reason)
to this section all other sections will be attached.
Hope, you like it.
And hope weāll have a video by the end of this week.
We surely understand the imptortance of having some media coverage, but I think it is a bit early to show anything.
I mean, we only have few screenshots and a message āFTL meets Tower Defense!ā.
Yes, that message on its own is rather cool, but we need to support it with some video, and then again, again and so on - you need to constantly warm up the hype around your game, otherwise people will forget about it fast.
But that is my, non-expert point of view. What are your thoughts?
I never published anything or did some kind of marketing, so I wouldnt know. Since this is not just we are making a project thing⦠its an experiment that will help other developers too, I think it deserves a little bit more light and visibility then just the forum post here. After all, the data that comes out of this experiment ist valuable for the whole gameDev community and not just unity members.
Again, I never did any marketing and I have no idea how easy or hard it is, but I think a few blogs could write a small article about this project just to make it more accessible to more developers out there⦠and thats kinda marketing too
Well, maybe you are right, and people care (though it is not so obvious ). Maybe I will post something to Gamasutra-like sites (though I know rather few of them) - but I guess this is really important right now.
I believe the most important piece of this experiment will be the conclusion about our vision on how to make game fast. But for that we need to indeed make it fast
6-8 weeks will still be fast for me - but if it goes beyond that, I donāt really see this experiment showing any significant results
No problem. Iām glad to see someone bringing a business sense to their project. Iāll buy it at release just to support you having the grit to work like madmen completing a quality (looks like it will be) game in 8 weeks or less and doing so publicly.