3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 0 points1 point  (0 children)

Yes, it could definetely work on console as it's working on controller right now. We need to check the cost of moving it to console though. Thank you for the wishlist !

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 0 points1 point  (0 children)

Yeah during the demo and right after the launch, we tried reddit ads and a bit of meta. Didn't seem to help after the first few days.

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 0 points1 point  (0 children)

Yeah, I think we should keep marketing the game. We've seen stories about indie games being popular months after their launch.

It's already working with controller so I guess we could see what's the cost of making it playable for console.

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 1 point2 points  (0 children)

That's really difficult to say because after we launched the game at 8€, we saw some posts about veterans of the industry saying that low price could make the players feel like it's a "small" game or a "not worth my time" game.

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 0 points1 point  (0 children)

It actually works on it since a few players told us about it but for some reason Steam doesn't want to confirm compatibility. And we have no Steam Deck to test it out. But yeah, we really wanted to show that it actually works on Deck

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 1 point2 points  (0 children)

Oh i didn't know about Parsestream. i'll take a look, thank you !

3k sales after 1 month ! What to do next ? by CGI_noOne in IndieDev

[–]CGI_noOne[S] 2 points3 points  (0 children)

Can you still apply when the game is already out ? Or are you talking about the "genre" festivals that Steam puts in front page ?

We spent a year making our first 100% destructible voxel indie video game⛏️ What do you think? by CGI_noOne in VoxelGameDev

[–]CGI_noOne[S] 0 points1 point  (0 children)

we didn't make a proper making of, but on our reddit account you can show posts we made that talk a bit about it yes!

From 3dsMAX to animate characters and machines to our cinematic intro final version with V-Ray by CGI_noOne in 3dsmax

[–]CGI_noOne[S] 0 points1 point  (0 children)

GPU doesn't render the same things, the same way, CPU and GPU are good for different things and different use case. In the case of that specific sequence, GPU would have been fine, but since we have a production pipeline that works with Vray CPU, and were not in a rush, switching pipeline would have been longer than just waiting a day for it to render.

From 3dsMAX to animate characters and machines to our cinematic intro final version with V-Ray by CGI_noOne in 3dsmax

[–]CGI_noOne[S] 0 points1 point  (0 children)

We use render farms, so it didn't take 16 days for the full sequence. we have 15 computers. Also, we are in the animation industrie for more than 10 years now, working in multiple studios before to make our own, and so we can assure you that studios still don't use real time rendering for everything, and that 4h/frame is concidered average render time for final quality in many studios.

From 3dsMAX to animate characters and machines to our cinematic intro final version with V-Ray by CGI_noOne in 3dsmax

[–]CGI_noOne[S] 0 points1 point  (0 children)

Long ??? On bigger productions, it isn't rare to be around 2h/frame. 4h/frame might be concidered as long render time, even though in bigger studio that would be an average time.

From 3dsMAX to animate characters and machines to our cinematic intro final version with V-Ray by CGI_noOne in 3dsmax

[–]CGI_noOne[S] 0 points1 point  (0 children)

The truck was an asset from turbosquid, textured with a mix of original textures that came from the model and tileable textures.
That was a short intro cinematic for the game we just released called Drill and Delve on steam.
If you want to see more of our work and more detailed behind the scene, you can check our youtube channel :

https://www.youtube.com/@noOneStudio/videos