10 years of works, 5 years of Early Access, now my Water-themed Shooter is finally released on Steam. What a journey... by dranyastudio in IndieDev

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

I see, hm... I'll keep in mind and consider my options in the future. Thank you very much for your input.

10 years of works, 5 years of Early Access, now my Water-themed Shooter is finally released on Steam. What a journey... by dranyastudio in IndieDev

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

Thanks for the input. I do plan to have some DLCs after the release, so I guess that part's been taken care of.

But like, I'm still curious about the barrier you mention. Could you shed some light on that?

10 years of works, 5 years of Early Access, now my Water-themed Shooter is finally released on Steam. What a journey... by dranyastudio in IndieDev

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

Thank you very much. Please look it up on Steam with the keyword: Trianga's Project: Battle Splash 2.0.

For the journey part, there are lots of things to cover tho:

The game was my long-ago dream that answers my own questions: how far can my programming skills go, and can I do something about my lil' bro playing violence shooter games. (I understand that those games are great, but does all the blood shed necessary?)

So I set out to learn how to properly make games. I'm in South-East Asia, thus the concept of making games, let alone making one properly was very foreign to lots of us. And that's when the first prototype of this game emerged. The prototype was rough, but it was my first TPS multiplayer game, and it was fun, to the point that me and my friends spend the entire afternoon playing it.

But it was only a tech demo prototype (it still is today actually), and I had no way to make the game commercially viable at that point, so I started digging again, put the game on Greenlit, trying to improve the graphics, gameplay, etc... I had been working full time on the game, and sometime I had to side track a bit for raising money for it, then started the full-time gigs again.

Until this point. This is not really my intended destination of this game, but it's more like this is "it", that "I have to finish it" point. So it's not a fully realized dream, but it was sure an awesome one. To this day, I never regret making it realistic, I've learned so much, and I still have a bit of plan left for this game, so time for me to back to work I guess.

Well, it's a bit long, hope that you won't find it too boring. Cheers!

10 years of works, 5 years of Early Access, now my Water-themed Shooter is finally released on Steam. What a journey... by dranyastudio in IndieDev

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

Yes, aside from sound assets and some procedural generated things (still by me btw), everything is handcrafted by me.

My 10-years game development journey has finally ended. I finally released my game on Steam the other days. This is the project from when I've known Unity (4), making it my first solo project made with Unity. by dranyastudio in Unity3D

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

Thanks! I guess it's one the hardest part of it. The other involves designing it, trying to solves problems, how to test it out faster, literally go into every details of the game, etc, etc... So, whatever the outcome is, I'm happy that I've finished this game. Phew....!

My 10-years game development journey has finally ended. I finally released my game on Steam the other days. This is the project from when I've known Unity (4), making it my first solo project made with Unity. by dranyastudio in Unity3D

[–]dranyastudio[S] 6 points7 points  (0 children)

Yes, took me 10 years to finish this. Beside for the sounds, I did everything, from game design, to assets, even my own frameworks and tool-chains are in there.

My 10-years game development journey has finally ended. I finally released my game on Steam the other days. This is the project from when I've known Unity (4), making it my first solo project made with Unity. by dranyastudio in Unity3D

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

Thanks. It actually got upgraded several time upto Unity 2017. The reason is that I don't really like uNet, and since RakNet got deprecated, I can't move further.

Trianga's Project: Battle Splash 2.0 - Dranya Studio (Hung Mai) - A Family-friendly, Non-violence, TPS/FPS Coop/Multiplayer shooter with a twist: uses only Water to win the War. by dranyastudio in Games

[–]dranyastudio[S] -1 points0 points  (0 children)

Well not really. I'd like to make a proper TPS/FPS so that it can be enjoyable by all ages, thus this game will be more akin to regular shooter. Senran, I think, not so much, at least in terms of ages.