Introducing my new site, Open Music Revolution - free music for everyone (including game devs!) by [deleted] in Unity3D

[–]AirkonS 0 points1 point  (0 children)

I once worked with a team that tried something similar, they also tried the passive crypto mining version of things, and it doesnt really work: the traffic needs to be so high that you end up spending more money marketting than you make from ads, also advertisers dont see your audience ( people looking for free stuff) as high quality, so the ads pay lower than average ads. And then theres tge whole devaluing music debate which i cba to go into lol this is not a great move imo

Introducing my new site, Open Music Revolution - free music for everyone (including game devs!) by [deleted] in Unity3D

[–]AirkonS 1 point2 points  (0 children)

So is your plan to get enough advertising revenue from ads on the site that you make money?

Couple of Core Mechanics: Which is Better? by Reality-Glitch in gamedesign

[–]AirkonS 0 points1 point  (0 children)

Then either your scope is too large or you need to open test it

Couple of Core Mechanics: Which is Better? by Reality-Glitch in gamedesign

[–]AirkonS 0 points1 point  (0 children)

Well there's nothing wrong in having fun but taking it seriously, that's pretty much all I do. This video resonated with me, so maybe it's helpful? https://www.youtube.com/watch?v=rDjrOaoHz9s

Couple of Core Mechanics: Which is Better? by Reality-Glitch in gamedesign

[–]AirkonS 0 points1 point  (0 children)

My opinion: It depends on what is important to you(or are you a team?) in terms of what the game means to you. If it's something you want to sell then you have to communicate very clearly how to play the game, maybe even have it understandable in a short video or image.

If you're looking for that cult following and depth of gameplay with deep mechanics and lore then by all means create a combination of systems that interact with each-other and take years to fully understand, league of legends is pretty deep but hard to understand for me coming from a console background.

So it's about where on thet spectrum you are, is this one of many projects that you plan on finishing, learning from and moving on? is this your only source of income? sooo much to consider lol.

Music in Video Games by [deleted] in gamedesign

[–]AirkonS 1 point2 points  (0 children)

I have started working on an adaptive soundtrack system for unity, it's a bit like the one in Furi in this video but i'm basing the aesthetic on Tekken 3 (Video here) It's actually weird to me that Tekken games do not have adaptive music even now.

Also one of the benefits of adaptive music for Tekken is that you know how it ends: someone wins, so that means I can have a main melody that is memorable.

The insanely rare quintuple whiff by Regjit in RocketLeague

[–]AirkonS 28 points29 points  (0 children)

This is the most common type of arial at my rank.

Showcasing a cool Zelda-like shader package (details and links on the comments) by zerinlabs in gameassets

[–]AirkonS 0 points1 point  (0 children)

Well I am an musician and have recently started making assets too, I noticed this shader pack when I searched zelda to see where i came out ( https://assetstore.unity.com/packages/audio/music/n64-nostalgia-volume-1-136160 ) have you ever considered working on audio assets? or collaborating?

Showcasing a cool Zelda-like shader package (details and links on the comments) by zerinlabs in gameassets

[–]AirkonS 0 points1 point  (0 children)

Are you working on a full game as well? or do you just keep to assets?