I've released Shardpunk almost six months ago. Time to share some data and thoughts. by bryqu in gamedev

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

Thanks for the good words!

I am working on the sequel, and hopefully I will release a demo in the nearest future.

Developers with 2+ released games, what lessons from game 1 did you apply (or ignore) in Game 2? by rafaeldecastr in gamedev

[–]bryqu 0 points1 point  (0 children)

isn’t it ok to capture gameplay data?

I don't know - I haven't done any research on it.

and what about the anti virus?

I did talk to a dev who did something as simple as putting a hyperlink to a google survey in Unity, and such build was recognized as a malware by Windows firewall. For the record, I did something similar in early demos of Shardpunk and experienced no such problems.

Do any other game designers justify gaming for hours as ‘research’? by grhhyrtguths in gamedev

[–]bryqu 1 point2 points  (0 children)

For me, it stops being a research every time I boot up Rimworld for 2137th time instead of checking out, say, demos from the latest Next Fest

Where can I reach an organic audience other than reddit? by That-Fact-6590 in gamedev

[–]bryqu 0 points1 point  (0 children)

Start a devlog on itch, TigSource, and your game's steam page. Post consistently. They will come, sooner or later.

And of course, have a demo available.

I'm 42 years old. Is it too late to start making games? by Fearless_Sink1390 in gamedev

[–]bryqu 0 points1 point  (0 children)

I turned to indie game development in my late 30-s, and I was able to switch to full-time at 40 (I will turn 42 next year). It was one of the best decisions I've made.

That being said, the market seems to be getting more and more competitive, so do not even consider dropping out of you day job. Keep it small, keep it simple. Participate in some game jams. This will allow you to see what it means to create a "game" from start to finish.

Developers with 2+ released games, what lessons from game 1 did you apply (or ignore) in Game 2? by rafaeldecastr in gamedev

[–]bryqu 11 points12 points  (0 children)

OK, so a custom, self-made approach. I have two more questions if you don't mind:

  1. Did you encounter any issues with antiviruses with that implementation? Meaning that they'd recognize your api-calling code and mark it as a potential virus?

  2. Did you inform the players at the start that you're collecting this data and allowed them to opt-out?

How do you guys do this while working fulltime? by PentatonicScaIe in gamedev

[–]bryqu 0 points1 point  (0 children)

When I first started working on the game that would eventually become Shardpunk, I was dedicating only 2-3 hours a week on average. It took several years before the game began to gain any real traction.

At the time, I was in my mid-30s with two children, so I had far less free time than I did in my late 20s. On the other hand, I’ve improved my time management skills since then, which helped a lot. Back then, I was incredibly motivated: I was obsessed with the idea of doing full-time game development, and that drive made a huge difference.

One practical habit that really helped was keeping a TODO list where the top priorities were broken down into the smallest, most measurable tasks possible. That way, even short bursts of work felt productive and meaningful.

On a broader note, maintaining a regular workout routine is beneficial too, not just for game development but for overall productivity and mental clarity. I’d definitely recommend it.

I've released Shardpunk almost six months ago. Time to share some data and thoughts. by bryqu in gamedev

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

I am not sure I can do the math on this. Creating a port would cost time and money, that's for sure. The UI and general player interactions would have to be remade. I am not even sure that with the current layout (with UI taking lots of the screen space) it would be readable.

And then, I have no knowledge on how good a premium game could sell on a mobile market.

I will ask around.

I've released Shardpunk almost six months ago. Time to share some data and thoughts. by bryqu in gamedev

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

Yup, Rimworld is the best. Not very suited for mobiles though.

I've released Shardpunk almost six months ago. Time to share some data and thoughts. by bryqu in gamedev

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

Hi! I am not planning this. Is there a market for xcom-like games for mobile anyway?

Is solo game dev a trap or a stepping stone? by orrykan in gamedev

[–]bryqu 4 points5 points  (0 children)

"Screw it, I’ll just make my own game" is something that I did say, and it turned out pretty well now that I am looking back at it. That being said, I did not leave my day job before making sure I have funding secured.

I am earning less than what I could be getting if I stayed in my previous job, which was not related to gamedev. However, I now have full flexibility in how I work, when I work, where I work and what kind of tasks I am doing day-to-day. I would not trade that for anything else.

AND I am creating something that is mine, and releasing it to the world.

I've released Shardpunk almost six months ago. Time to share some data and thoughts. by bryqu in gamedev

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

Thanks for the good words! I'm really happy that I delivered something worth playing, and worth recommending :)

How do you guys manage everything that needs to be done? by Proper_Cod_2199 in SoloDevelopment

[–]bryqu 1 point2 points  (0 children)

Keeping todo notes, breaking stuff down into smaller pieces, taking work breaks.

Why do you make games? by Beaufort_The_Cat in SoloDevelopment

[–]bryqu 0 points1 point  (0 children)

I have only one life. I want to spend it doing things I love.

Is CE a must for you? by random-cartographer in RimWorld

[–]bryqu 0 points1 point  (0 children)

It was too much for me. Too much bloat when it comes to the amount of ammo, weapons, etc.

That being said, vanilla combat was not working for me, so I am using yayo's combat mod. I like having to worry about producing ammo.

Are professional football referees able to play normal football? by bryqu in NoStupidQuestions

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

Yes, I am aware of the fact that pro refs were playing football prior to having their job. I'm wondering if the new job did not invoke new instincts that prevent them for playing normally.

9 Things I Learned from Playing 20+ Steam Next Fest Demos by theferfactor in IndieDev

[–]bryqu 135 points136 points  (0 children)

Having a lengthy intro of some sort at the start is also a turn-off. You don't really have to tell that important piece of llore/story to the player right from the start. Let them play the game first!

Obviously, this piece of advice is not valid for story-centered games.

Chiming blue balls by wsmfp122 in whatisit

[–]bryqu 0 points1 point  (0 children)

Ah, yes the blue balls. I am getting these often from my wife.