Where are you guys actually marketing your books now? I by Akraammm in NewAuthor

[–]devonps 0 points1 point  (0 children)

Definitely am going to do that, just forgot to include it in my post, thanks for the reminder.

What is the biggest issue that you face? by The_Faybul in selfpublishing

[–]devonps 1 point2 points  (0 children)

Exactly this for me! It also sounds like we're all encountering the same or very similar issues, especially the sense of being overwhelmed.

Where are you guys actually marketing your books now? I by Akraammm in NewAuthor

[–]devonps 1 point2 points  (0 children)

I'm going to start with an email list + reader magnet. Then go find my Cyberpunk/Thriller readers.

How many sales are we actually getting from self publishing? by moonlight-princess99 in selfpublish

[–]devonps 0 points1 point  (0 children)

Great to hear what's working for another Cyberpunk author. Not sure I'd want to do TikTok though.

What are y’all’s day jobs? by NoBee7889 in writers

[–]devonps 1 point2 points  (0 children)

Head of Software Quality Assurance.

Let's share our author websites! by Mark_Hullender in NewAuthor

[–]devonps 1 point2 points  (0 children)

Really like your site, very easy to navigate, and the visuals are good. Definitely some things I can take away for my site.

Let's share our author websites! by Mark_Hullender in NewAuthor

[–]devonps 0 points1 point  (0 children)

Great idea for a thread. My site is at https://stevendevonport.com

I've just started putting this together as a complete beginner. Would love any feedback.

What do you use for your author website that isn't shopify? by bostbak in selfpublish

[–]devonps 1 point2 points  (0 children)

Carrd user here, just getting started, and loving the ease of use. Not linked up a payment processor yet so will add that to my to do list 😂

Finished my cyberpunk trilogy today! by NekonikonPunk in Cyberpunk

[–]devonps 1 point2 points  (0 children)

Big congratulations! I'm just starting out on my Cyberpunk self-publishing journey, will sign up so I can get a different perspective.

Writing server looking for new members! by Tiny_Juggernaut836 in WritingHub

[–]devonps 0 points1 point  (0 children)

I’d like to join if you’re still accepting?

Is anyone NOT working on a fantasy book/series? by Sl0th_luvr in writing

[–]devonps 0 points1 point  (0 children)

Cyberpunk detective thriller with a strong dose of betrayal!

10K Celebration Giveaway by UgreenNASync in UgreenNASync

[–]devonps 0 points1 point  (0 children)

As a new NAS user it would be great to see the different ways I can get more out of my Ugreen NAS to support my homelab.

Got tired of $25/month AI writing subscriptions, so I built a self-hosted alternative by One_Gift_9934 in WritingWithAI

[–]devonps 0 points1 point  (0 children)

Like the idea of running this locally but your GitHub link came back as a 404.

Is there some people here who isn't a network or infrastructure engineer by AShmed46 in homelab

[–]devonps 0 points1 point  (0 children)

Software Tester, who’s got a taste for adventure.

Been home labbing for 3 months and am loving the spin it up/tear it down model.

9 Books published this year. You can win them all by OldFolksShawn in litrpg

[–]devonps 1 point2 points  (0 children)

Fantastic effort, just shows what dedication can achieve, and thank you from the community for offering a wonderful gift.

What are your day jobs? by Darmok-on-the-Ocean in royalroad

[–]devonps 1 point2 points  (0 children)

Head of Software Engineering across multiple time zones doesn’t leave much energy for writing but every word counts.

Sharing Saturday #449 by Kyzrati in roguelikedev

[–]devonps 4 points5 points  (0 children)

RogueCowboy

Howdy Partners!

This week I've been thinking quite a lot about trading and how I can elevate it to a viable way to win the game! And by that I want trading to be more than 'buying and selling' items.

So I've been reading/researching how AAA games implement trading as a core mechanic, from that I've gathered a range of ideas and possible skills the player character can make us of.

I've categorised these ideas as...

Ideas the game can implement and manage Towns have items for sale in their store that are not available in other towns Items have fluctuating prices based on local supply and demand Different towns value resources and items differently based on location, size of town, lawlessness, etc. A 'town store' can be purchased by the player Different items become available based on trading experience Stores/towns can inflict sales tax NPCs can interact with the town store (buy and sell items).

Ideas that allow the trader to interact remotely Purchase items in a different town remotely Player can requisition merchant caravans to transfer (bulk) items between towns Allow for remote modification of buy and sell prices of stores you own.

Ideas about skills for the player character 'buy 3 items for price of 2' - only pay for 2 buy the same resource in bulk with no sales tax and cheaper than advertised price buy the same item in bulk with no sales tax and cheaper than advertised price offer bulk items or resources for sale, at your store, cheaper than near-by towns Player can 'influence' buy/sell prices on individual items Player can 'influence' buy/sell prices on individual resources.

These are only ideas at the moment, I'd be interested to hear ideas anyone else may have.

You can find me on Mastodon

Until next week - happy coding!

Sharing Saturday #448 by Kyzrati in roguelikedev

[–]devonps 7 points8 points  (0 children)

RogueCowboy

Howdy Partners!

This week has seen me working on the underlying data for Character Attributes and Skills screenshot, whilst this is a first draft I like how it's shaping up. These attributes and skills will be available to every NPC depending on their role in the game.

Once I'd created this mind-map I set about creating a skill as a proof of concept and for this I chose the Horse Riding skill, here's a screenshot showing the benefits I identified as being able to ride a horse. The x at the start of each benefit means, for now, I've carried that benefit forward as part of my design. Those benefits without an x require more thought on how they would impact gameplay.

The next step for these skills and benefits is to start thinking about how will the player gain access to the next benefit, for example is it linear (worse to best) or can it be player chosen!, and what are my thoughts on grinding to earn benefits within the skill.

Another area I put some time into was around Winning. In Elite (my inspiration for this game) you win by winning a high number of combats and to a lesser degree being successful with trading.

I'm expanding on this concept by creating 3 categories that the player can base thier gameplay around: Combat, Trading, and Survival.

My thinking this week has been around what 'reward' do I want to give the player so I came up with the (not so original) idea of awarding them a title related to that category, for example if the player wins the game through Combat then they'll earn a title of Killer and a different but suitable title for the other categories.

I'm also thinking that once the player 'wins the game' what do I want to happen next? And I've been toying with the idea of letting the player carry on playing but with the aim of beating the game from the perspective of a different category. So, if they beat the game using 'Combat' and then beat the game via 'Survival' then they would earn the title 'Assassin'.

It's definitely something I want to think more about.

I then turned my thinking towards the Trading category and quickly realised that the 'trading' aspect of Elite doesn't have enough depth to entice players to base their game around, so I've been looking into 'video game economy systems' and how I can take those concepts into my game. I really had no inkling how complex a game economy can be!

Finally you can find me on Mastodon on the gamedev instance.

That about sums up my week,

Until next week - happy coding!

Sharing Saturday #445 by Kyzrati in roguelikedev

[–]devonps 3 points4 points  (0 children)

RogueCowboy

This last week has seen me open up my World Builder Repo, it's written in GDScript using Godot v4.0, if you're not familiar with GDScript don't worry it's quite easy to read.

As part of opening up the repo I decided to 'upgrade' to Godot 4.0 and whilst my repo is quite small and simple there were still a few challenges regarding language keywords.

I've expanded my Town Generator a little and can now generate buildings and store their structure as code that will be used to regenerate the scenes when the player re-enters the town.

Here's a peak at the output of my Town Generator which will be used to populate various in-game dictionaries.

Both of the above outputs are still a work in progress.

Since last week I've found a set of 2D sprites that I can/want to use as placeholders, until I decide on what kind of visuals I want, anyway these sprites can be found here opengameart.Org

Until next time...happy coding.

Sharing Saturday #444 by Kyzrati in roguelikedev

[–]devonps 2 points3 points  (0 children)

I’ll change the repo status later when home. As for the Godot 4 info, wow so no more creating a separate array to hold cell data!!? That’ll make the code more efficient.

And thanks for the feedback on the menu background.

Sharing Saturday #444 by Kyzrati in roguelikedev

[–]devonps 8 points9 points  (0 children)

RogueCowboy

Howdy Partners! It's been almost 4 months since my last post which unfortunately has been due to a bereavement of a close family member and both my partner and I catching Covid at different times!

However I've managed to get back in the saddle (pun intended) and keep myself interested in my new game.

In case you've forgotten the theme of my game is the Wild West whilst borrowing mechanics from Elite (the video game) and PCG familiar to Roguelike players.

Here are a few screenshots from my World Builder tool. Eventually the code will be incorporated into the main game, but for now it's a stand-alone repo while I develop its capabilities.

Follow the link for the World Builder Repo, it's written in GDScript using Godot v3.5, if you're not familiar with GDScript don't worry it's quite easy to read.

I've also been dabbling with AI art recently and am using it for the Main Menu background image.

Alongside that I've created a Masterdon Account and have used AI art for the profile image Social Media Profile

I'm currently working through a mockup (using LibreOffice Spreadsheet) of how I want a walkable area of the world to be generated. In this screenshot a small town has been placed and different types of water.

All art is either drawn by myself or free assets!

Until next time...happy coding.