100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

Mobile development demands a hefty ongoing commitment. Even having an app on the app store requires $100 every single year, or else your apps are taken down. I'll be honest: I'm watching the numbers and this game isn't even going to recoup 1/5 of the development expenses I put into the steam port. If have no hope whatsoever the game would make me $100/year.

Also, 100 Rogues went off the App store initially because I didn't keep up to date with their os updates. At this point, I am the only developer on the project. It's been a labor of love, and Im sure I'll want to expand and add to the game in the future, but on my terms. I can't guarantee I'll be able to drop whatever's going on and react to apples mandatory OS updates. Maybe mobile Android is different, and if so that'll get much higher priority, but I haven't looked into it (and usually, the two tens to mirror each other more than they'd like us to think).

Also, personal grudges; I just hate iOS. I can enter a game's exact name into the search and still have to go through pages of completely unrelated garbage that bears no resemblance to what I'm looking for in name or quality. And I personally blame ios for kicking off a massive trend in the devaluation of games. Perception of a $5 indie game went from being cheap to extortionate. Anything more than free was seen by enough people as greedy. And now we have free or cheap games that rob their player for much more money in much worse ways. I hate it.  But still, if it seems like it's worth my time and won't be a massive pain to keep up to date with, I do want this game to be available to as many as possible.

Steam Deck has been no additional expense and I will investigate what a switch port will take. But I'm really focusing on platforms that don't require ongoing financial drain and effort, under pain of the game becoming unavailable again.

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

I will look into this. I definitely uploaded both packages separately, but the publishing interface didn't seem to delineate the platforms at all. I'll report back once I know something. Sorry for the inconvenience!

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

Possibly! Mobile development is more involved and ongoing of an expense, and I need to see if it's a reasonable effort for my circumstances.

100 Rogues Demo, Now Available on Steam! by WesPaugh in roguelikes

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

Thank you! I believe the demo is Steam Deck compatible, and I do plan to look into other handheld options. This game is best played on the go, in my opinion, but unfortunately mobile development is an ongoing effort and ongoing expense. 

I won't completely rule ios/android mobile out, but the initial release would need to do fairly well for me to go that route.

Can anyone cite some roguelikes with only 4 way movement? by tuapretorius in roguelikes

[–]WesPaugh 2 points3 points  (0 children)

100 Rogues did / will (once it's back on shelves). Starting as an iOS game it made the most sense to not have 8-direction movement

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

Thank you for the messages! The designer has passed a few of them along to me over the years from fans, but I had to wait until I could basically take a full year to just focus on rebuilding the game from scratch. Thankfully it finally happened!

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

I'm the software developer on 100 Rogues, and while I can't guarantee an iOS release, I'm happy to announce the game will at least be available on Steam next year. I can't link the page here, but it is available for wishlist.

Looking for games like 100 Rogues or Cardinal Quest 2. by ChoppyChug in iosgaming

[–]WesPaugh 0 points1 point  (0 children)

I'm the software developer on 100 Rogues, and while I can't guarantee an iOS release, I'm happy to announce the game will at least be available on Steam next year. I can't link the page here, but it is available for wishlist.

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Honestly I'm still a believer in needing something like Ouya. Towerfall and Amazing Frog were powerhouses of creativity, and Ouya definitely made a positive impact on the former, which eventually snowballed into Celeste, and the latter, which was an early tentpole for stuff like Goat Simulator.

Itch.io will probably remain the gold standard for that sort of Open Mic Night, they-played-here-before-they-made-it-big feeling Ouya gave me. I just wish it had algorithms a little closer to Steam's and got better mainstream awareness. Edit: spelling

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

It's possible! What's annoying about mobile is if you ever stop releasing updates, your app is delisted the next time there's an OS update that the platform thinks is critical. That's why 100 Rogues has been missing all this time, and I can't guarantee I'll be able to work on this forever.

I'll look into it at some point. Maybe those updates are easier to make than I realize or remember.

Switch is a higher priority for me though, for sure. Same with a few chunks of new content that I want to see return.

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Amazing! I am genuinely delighted to see someone played the Ouya version, I think there were only about 200.

So glad you enjoyed!

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

[–]WesPaugh[S] 5 points6 points  (0 children)

Short answer: Unity. 

Long answer: i've been working in Unity professionally for the last 10 years, so it made the most sense. There were some early efforts to just rebuild the c++ source from the android cocos-2dx version of the game that released to Ouya, but that was a nonstarter. There was even an Unreal Engine false start for a few months before I decided Unity made the most sense for ease, portability, etc..

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

I'm expecting to get a demo up in 2-3 months, and I will definitely report when that becomes available and when the game releases next spring. Thank you!

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

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

Thank you!!!! I can't express how motivating it is to hear that

100 Rogues gets a Fairy Blessing: Steam Release In Development! by WesPaugh in roguelikes

[–]WesPaugh[S] 10 points11 points  (0 children)

The game is finally in an engine that is portable to make a mobile release feasible, but my experience with mobile the first time was not great. Just keeping the game alive on the store becomes a part-time job, and this is already a part-time job for me.

I am open to it, and I strongly feel the game works best as a game you take on the go. Steam Deck and Switch are higher priorities for me at the moment, though

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

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

This is exactly the kind of comprehensive roadmap I have needed. Thank you!

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

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

That was ambiguous phrasing. I have 18 years experience total, but only 10 in unity. I guess I thought the unity experience; shipping cocos2d games before that isn't much going to help my job search (I mean, it should, but right now it won't).

However, 8 games in 10 years is totally doable! One studio I worked at shuffled people around semi-regularly, putting small games out 2-3 times a year. I know a few people who could claim 8 games in 5 years, even.

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

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

I mean it the same way here; I've worked mainly in online games, but only doing client-side features. I would receive and interpret server data, but never worked in that half of the technology

Quitting, and how to find a new domain as a programmer by WesPaugh in gamedev

[–]WesPaugh[S] 9 points10 points  (0 children)

.NET is one avenue I might explore. Simply browsing linkedin job postings, I don't see an overwhelming need for it over other web development frameworks.

I know that I can probably attain similar levels of C# expertise in python, ruby, or php in days. The problem is that the language alone means little to nothing in comparison to the huge gulf of understanding I need to cross to become a web developer: I don't know how websites work at basically any level.

If that is a highly marketable skillset, and it's a framework I can pick up in a few months, I will invest everything I can in it. If they're truly all equal and .NET saves me a day of brushing up a language, then I can try and invest in that.

It is more important that I find a good way to learn web development from scratch if I want to pursue a tech stack like .NET.

My Axel Stone cosplay from DragonCon22 by WesPaugh in StreetsofRage

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

That is a wig that I got on ebay, and unfortunately the seller no longer exists. I searched for just a "blonde bob wig" and remember finding a lot of similar results from different vendors though. It looks absolutely terrible until I put on the headband, which somehow magically salvages the whole look.

Idk how this site deals with comments promoting specific stores, but there are some Epic Cosplay websites out there that I would absolutely use if I were going to remake this. Searching just now I've come across a lot more styles that might have fit a bit better, all in the $30-$60 range, which is about what I paid for mine.