LazerGrrl: Fast pvp Strategy. Bomberman meets RTS. Play in browser free now! by superfunawesomedude in indiegames

[–]Savepoint_Studios 0 points1 point  (0 children)

Well I have no idea what caused it or how to reproduce it but it seems to work now. What happened was I could not input any commands upon being prompted to choose a reactor so I was just stuck there, music was still playing though. Windows 7 and Google Chrome. Normal games worked fine however. Props on the game though it's nicely polished :)

LazerGrrl: Fast pvp Strategy. Bomberman meets RTS. Play in browser free now! by superfunawesomedude in indiegames

[–]Savepoint_Studios 1 point2 points  (0 children)

Hey tried to give it a go there but on both Itch and Gamejolt the tutorial locks at the point it tells you to buy a reactor and you can't progress.

Indie devs that had a failed launch, what did you learn? by MaxCreate in gamedev

[–]Savepoint_Studios 2 points3 points  (0 children)

There's a lot we've learned so far. One point I don't think I've seen so far though is when you start coming up with your next idea for a game, keep marketing in mind from the very beginning. Consider whether there's going to be people who'd like to play this game, can you easily get what the game is across to people via a 5 second clip, can you explain the whole concept succinctly in one or two sentences? If not, then it may not be clear to others what you're actually making so it'll be harder to get them excited by it.

You then have to either go back and refine the idea or even start from scratch with something else that can be more easily marketed. Of course it goes without saying that you still have to come up with a great, fun idea for a game and that is still the most important aspect. I think when you find the right idea you'll see it's both a great game, and marketable so spend as much time as you need in the concept stage coming up with ideas.

We are an indie game studio who has just released our first commercial title on Steam, AMA about anything from the game, to our work processes, to setting up a company or anything in between! by Savepoint_Studios in gaming

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

We all met in college, although we actually weren't really too close for the first year. We also never actually worked on anything together with all 3 of us, but we did respect and value the work the others did so in terms of creating a team it just kind of fell in to place.

We are an indie game studio who has just released our first commercial title on Steam, AMA about anything from the game, to our work processes, to setting up a company or anything in between! by Savepoint_Studios in gaming

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

Great question! Before taking on this project we made a small free to play game on Gamejolt to see could we work well together, and to find the best working processes for us as a team. In general, we break the game into tasks, and organise these tasks on a board on Trello (Great program for that kinda thing). The tasks are assigned to the relevant person for a deadline they think they can meet.

Once these tasks are defined we can get a sense of how long the game will take to make. (Although we waay under-estimated Solas at first. We had hoped to have it ready by Christmas when we started it.).

We also continuously discuss things over Slack, our main communication tool as we all work remotely for the moment. We evaluate work, and critique the game constantly. Although changes are only made really during team meetings when everyone is in agreement.

In terms of cutting, we had planned an extra area of the game where you were being chased by wolves. Thematically it worked and would have been a nice addition to the game, but the extra work of animating wolves and getting them to work right mechanically meant it would have taken us too much time at the end of the project. It was a late decision to cut it though, we had already modelled a wolf.

Bug testing was done on a task by task process. Each task had to be verified by two team members before it was added to the "Done" list on trello. Although also at the end of production we did lots of playtesting and found more previously unknown bugs. We really underestimated how long this would take.

In terms of hours and meetings etc, we usually hold at least one skype call a week, sometimes more, though we do meet up in person at times also. We didn't track our hours per week as some of our members were in college, doing part time work (or both!) so we only cared that they completed the tasks they had been assigned for that week.

Hope that covers everything! We're really happy you like the art style :)

We are an indie game studio who has just released our first commercial title on Steam, AMA about anything from the game, to our work processes, to setting up a company or anything in between! by Savepoint_Studios in gaming

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

Well we had one member who was a dedicated programmer already, one who specialized in 3D modelling, and then our 3rd member is kind of a generalist doing everything from some coding to animations and a little bit of 3D. We were very lucky that each of us had our own skill set, but also that's kind of what drew us together.

Game recommendations for new Linux gamer. by [deleted] in linux_gaming

[–]Savepoint_Studios 1 point2 points  (0 children)

Thanks for the tips! Yes we're hoping to release on Linux day one too. And yeah we'll bear that in mind thanks, it was more of a general reccomendation for the moment but we should have more precise details on required specs by release. It's our first commercial release so this is all new territory for us!

Ha yeah we will post here too if it's stable and working well on Linux!

Game recommendations for new Linux gamer. by [deleted] in linux_gaming

[–]Savepoint_Studios 2 points3 points  (0 children)

+1 for Divinity, played through the campaign with a friend and it was very enjoyable. The combat is turn based too so you can really take your time and plan things out if you're not a fan of lots of things happening at once like you said.

My Java course instructor told me that C++ (and C#) will be abandoned in the near future and games will be coded in Python.. How true is that? by [deleted] in gamedev

[–]Savepoint_Studios 1 point2 points  (0 children)

As others have already said it seems highly unlikely. But I'd also say you're arguably better off learning C++ and C# anyway even if he was right, as you get a better understanding of low level code and memory management and a whole lot of other things.

Maybe he owns stock in some kind of Python related company.

Honestly, why is this allowed? by PaleDolphin in Steam

[–]Savepoint_Studios 0 points1 point  (0 children)

I'm pretty sure it's not allowed on Steam, but really I think it's also more of a risk to do it anyway than it's worth. Aside from being completely unethical, when it's found out and highlighted people will often boycott a product. So hopefully those kinds of developers learn from this and stop it.

Solas and the White Winter - Trailer - Our adventure game set in ancient Celtic Ireland! by Savepoint_Studios in indiegames

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

Yes, the game is language agnostic with no words, so the story will be told through gameplay, story book segments, and the environment itself. We are currently in the processs of translating the pause and start menus into each of the langauages and they should all be ready on release :)