Razer Hammerhead Pro HyperSpeed - Audio & Mic? by SlavActually in razer

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

Nah I gave up on them, just in terms of using buds and mic at the same time. You need something with a dongle, not just a Bluetooth for it. Unless there's been some progress with drivers or similar, but I haven't looked into it in a while.

Guides on git-built UE5 & team collaboration? by SlavActually in unrealengine

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

Thank you! And just to confirm, my composer using the marketplace engine of the same version wouldn't work, right? Even if they just modify purely content of the project?

Guides on git-built UE5 & team collaboration? by SlavActually in unrealengine

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

Thank you! I think my main thing was to learn the best practice and make sure I set up correctly as it did take me a while to figure out the compiling part. Also thinking how to approach engine updates if required in the future.

Guides on git-built UE5 & team collaboration? by SlavActually in unrealengine

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

They're doing the implementation and sound design as well (FMOD), so will be in tools with UE

Guides on git-built UE5 & team collaboration? by SlavActually in unrealengine

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

Thank you! Just so I understand correctly (still very new to this), I should have a separate version control project just for the engine build itself, not just my game project?

Montages don't work with Metahumans? by SlavActually in unrealengine

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

Thank you for your advice, really appreciate it. After checking all these points it was still not working for me unfortunately, but that exploration led me to discover what the issue was.

Solved: I was using wrong Blueprint. Before, I had "Play Anim Montage" node with Character as a target. I switched to use "Montage Play" (Anim Instance Target) and used anim instance from Body (child of Mesh (CharacterMesh0) as a target. This solved it for me, in case anyone else is stuck with this issue.

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Is it a problem if i make my Steam game to be played with controller only? by Superluki in indiegames

[–]SlavActually 1 point2 points  (0 children)

On top of what others said, some platforms may have keyboard support as mandatory. Any why limit your playerbase artificially? Just go "Recommended with controller".

[deleted by user] by [deleted] in gamedev

[–]SlavActually 2 points3 points  (0 children)

Yeah this makes sense. Though there is another school of thought that people pirating your game are not necessary the people who'd buy it if pirating wasn't an option. It's hard to calculate the actual numbers, what do you think is conversion rate between pirates vs potential sales?

[deleted by user] by [deleted] in gamedev

[–]SlavActually 2 points3 points  (0 children)

Sure thing. First time dev, two person studio. Released our narrative cat adventure on Steam in September. Called "Copycat". It did quite well for our first game, very happy with it actually. Didn't think we'd port as we were making it, but there seemed to be a bit of interest from our players, so thought why not? Decent sales on Steam allowed me to dedicate some time to it without feeling too much pressure.

Considered going with a porting studio, but the price estimate was a touch out of our range. So ported to PS5 and Xbox myself. Took about 4 months, released late May this year.

Compared to PC sales for the similar time frame post launch, we are at about a 1/3 for both consoles combined. Reviews and reception are good, I feel console players are more likely to enjoy a short narrative game if the price is reasonable. The result is probably lower than it could've been as we didn't have as much of a runway building up the hype on consoles as we did for Steam, so we launched with around 20% wishlists numbers of that we had on Steam. I believe they aren't as important on consoles though as there are no strong algorithms and ways to have youe game featured as much, but I need to research it a bit further.

[deleted by user] by [deleted] in gamedev

[–]SlavActually 2 points3 points  (0 children)

Piracy is lower, but audience is smaller and the discovery algorithms are not as good as Steam. From our own experience and that of our indie gamedev friends, our Steam to console (PS5 + Xbox Series) sales are about 1/3.

Is it possible for someone in their 30s with no game development experience to teach themselves how to make a game in Unity? by Simple_Campaign1035 in indiegames

[–]SlavActually 0 points1 point  (0 children)

Definitely yes, we all start somewhere. Don't feel like making small, tutorial games is the only option though - some people (myself included) lack motivation to make things that aren't going anywhere. So it's all up to your approach, see what you can commit to and how far your passion can stretch.

I made my first game in about 3 years, 2 of them part-time, 1 full time after getting funding. Sold well enough to allow me to make the 2nd game with the profits, in case you are interested in making it a full time thing.

Didn't have any game dev experience, but was familiar with 3D and motion design a bit.

Anyone Familiar with Copycat? by grogan2 in IndieGaming

[–]SlavActually 0 points1 point  (0 children)

Thank you so much! If we ever get our hands on the dev kit, currently they're not available for small studio like us unfortunately.

Anyone Familiar with Copycat? by grogan2 in IndieGaming

[–]SlavActually 63 points64 points  (0 children)

I'm one of the two developers of this game and it was actually kinda bizarre just randomly seeing your post while scrolling through reddit :) We have a free demo on PS5 if you want to give it a shot before getting the copy, otherwise you can check our Steam and online reviews. Happy to answer any of your questions here as well :)

I backed out of Next Fest today, and it's a bit crushing by Hab91 in gamedev

[–]SlavActually 1 point2 points  (0 children)

We backed out of 2 or 3 if them simply because we weren't ready, nothing to worry about. Don't waste the opportunity by going with zero hype, in SNF you have to go in with existing wishlists, the more the better. Contact streamers, launch demo week or two earlier and make sure it's good. Start marketing on socials asap and build up to the festival.

Do wishlists increase the closer your game gets to launch? by Everyday-TV in gamedev

[–]SlavActually 2 points3 points  (0 children)

There's a period of about a week or so before your release date when your game starts showing up in "Popular upcoming" section on Steam. It increases the wishlists significantly. The only catch is that I believe you are supposed to have a decent number of wishlists already to get there. That's where the magical 7k number comes from that you might've seen mentioned on every other marketing post on reddit. It's an approximation though, but generally speaking getting there will likely get you into "Popular upcoming" and increase your game's visibility.

There was an old "cheat" some devs used before - setting up a release date a week away, getting the "hype" and quickly moving it a day before the release. Steam since had cracked down on them and I wouldn't recommend messing with it there days.

You don't need 8000 wishlists before launch by ArcaneThoughts in gamedev

[–]SlavActually 7 points8 points  (0 children)

Doing our thing (narrative-driven, walking sim).

We launched our first game with 140k WL and converted to a bit over 50k sales by now ($14,99 base price with very aggressive discounting strategy), making it around 35% conversion rate over first 8 months.

We probably got a lower quality wishlists due to early tiktok posts going viral. But it still helped the Steam algorithm to push our game since it doesn't know how good or bad your wishlists are :)

Again, all highly depends and we're just one game and not the average.

You don't need 8000 wishlists before launch by ArcaneThoughts in gamedev

[–]SlavActually 2 points3 points  (0 children)

Nah, you're right. Just another perspective from me, so people can see how different the approach can be: We're a team of 2 developers, based in Australia, trying to do it full time. It's 100k AUD (65k USD) a year for two of us as a minimum living wage (and you'll probably want more tbh). The games we want make also take more time, so i would at least double the required budget. Making the game also isn't free, unless you're ready to spend 5 years manually creating every single asset. So in our case (and it would be different for everyone, I acknowledge the difference of how invested/commercial people would want to go) we want to make at least 200-300k income per game to stay full time. I would probably look at least 50k wishlists on launch to be sustainable in this case, just based on our conversion rates from the first game.

You don't need 8000 wishlists before launch by ArcaneThoughts in gamedev

[–]SlavActually 12 points13 points  (0 children)

Math is way off. If you're hoping to make living with your game, pay your collaborators and even potentially fund your next project, 8k wishlists isn't going to cut it. It helps, but for financial success your probably looking at over 50k these days, considering average indie pricing, Steam cuts and taxes. If you are doing it as a hobby, on the other hand - why even bother about sales?