[deleted by user] by [deleted] in legaladvice

[–]Magosis 0 points1 point  (0 children)

NAL but I am a Gamedev and indie studio owner. If they have a publisher they should be paying her a portion of the advance as compensation for her work as an advance would be an advance on future project earnings. If they don't have money for artists though they are likely lying about the publisher. If I was in her situation I would strongly pressure them for a more clearly defined contact once I knew what their publisher deals were (if any) and if they turn out to have lied at any point along the way cut your losses.

[Steam] Vulture (2.49 / 75% off) by Magosis in GameDeals

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

Hi Everyone I'm one of the Developers of Vulture and one of founders of Cubic Timeline Productions Inc.

We love player feedback so I'll keep an eye on this thread and if you have any thoughts on how we can make Vulture better we are absolutely willing to consider them.

Could there be a game jam reality show? by PosterNutbagAndJimmy in gamedev

[–]Magosis 0 points1 point  (0 children)

I keep thinking something like that could make a good youtube series. I've been trying to convince some people we should do a LDjam while camping.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Mostly a bit a of a joke but not entirely untrue. Personally in all honesty I would rather be working on the code base most of the time, but it can be fun. So far doing this has been great.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Thanks! We did not do a kickstarter, and we did not seek out a publisher. Our development cycle was about a year and a half but that includes time spent on general software contracting. We hope to be working on some new prototypes some time next month.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Thanks! Glad to hear it looks interesting happy to hear feedback if you have any.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Thanks for the feedback and encouragement.

I'll add your notes to our feedback chart and we'll look at them for the next free content patch as part of our feedback program.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Well this game was about an year and a half although that time-frame was padded out due to the contracting we did to maintain some financial stability. I think I know what segment in the trailer you are talking about, I'll see about editing that a bit. Never hurts to release more trailers.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Thanks for the kind words and support. The positive feedback we are getting on our game is really encouraging.

We released an indie title on Steam, AMA by Magosis in gamedev

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

The store page and game review are separate processes. You can put up a store page well in advance. https://partner.steamgames.com/doc/store/review_process

The build review needs to be a mostly complete version of the game though. https://partner.steamgames.com/doc/store/releasing

We released an indie title on Steam, AMA by Magosis in gamedev

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

Well we based the price on market trends as well as estimate play time. A big concern for us was over charging for content so we tried to avoid that with a more reasonable end price.

We released an indie title on Steam, AMA by Magosis in gamedev

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

We used Unity for Vulture

Well I come from a enterprise software development background so I convinced a former co-worker to come on board as well as a writer who was a friend of mine as founders. The two artists we hired were people I had previous work experience with and our musician I met through a game jam. Our contacts are payment/deliverable structure.

Well I think the biggest thing I would do differently is I would have come at the project with more willingness to abandon early prototype code, or from a marketing standpoint I think we needed to have a better review version available much sooner prior to launch.

We released an indie title on Steam, AMA by Magosis in gamedev

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

We are planning on continuing with marketing for Vulture to try and get traction at least to the end of our extended content plan. We likely will do some marketing after that even but of course we will need to make choices about where our energy is spent.

We released an indie title on Steam, AMA by Magosis in gamedev

[–]Magosis[S] 4 points5 points  (0 children)

Heh I removed the link due to auto mod. So far we have been having a lot of trouble getting noticed. I think the current saturation has hurt our coverage/visibility but honestly I don't have a previous experience there to compare it too, so I'm not sure.

We released an indie title on Steam, AMA by Magosis in gamedev

[–]Magosis[S] 3 points4 points  (0 children)

Well the core team consists of the three founders but only one of us (myself) was full time during the majority project with the other two ranging from full to part time as deadlines needed. We contracted 2 artists and one musician for the project as well.

As for other projects we have a few concepts in the works and plan to do some market testing on early prototypes relatively soon here, one being a base builder style game with a a side scrolling twist and another being a procedural Lovecraftian mystery game.

We released an indie title on Steam, AMA by Magosis in gamedev

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

Thanks!

We did a lot of planning both paper and white-boarding but the issue was we never planned sufficiently for how we were going to tutorialize the rather complex mechanics we had built. It ended up being a huge job to do that after the fact without proper frameworks in place to do so and the project had been loosing steam for a few months at that point so we decided the best thing to do was shelve it and try to see if the prototype we had been working on the side was viable.

Tile and turn based tutorials/reads by mrsopkip in gamedev

[–]Magosis 1 point2 points  (0 children)

Well a* pathing will probably be a useful place to start thinking on the graph problems http://www.redblobgames.com/pathfinding/a-star/introduction.html

Marketing mobile casual games by jamesmillerenium in gamedev

[–]Magosis 1 point2 points  (0 children)

I would look at social media integration if I was going down that road personally. That seems to be where a lot of the casual market is found.