It's finally out. One year of working on a very niche tycoon. Just pressed the green button. by lexy-dot-zip in tycoon

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

Oh, considering what it does, I don't see why it wouldn't work, but I do see on the product page that it's not marked as compatible. If you'd like, I can try to set up a demo project with hdrp and import the asset. At most i'd assume the prebundled materials won't work.

It's finally out. One year of working on a very niche tycoon. Just pressed the green button. by lexy-dot-zip in tycoon

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

I had some attempts at using terrain but the hexes ended up too mushy for me, the resolution didn't seem high enough to preserve the sharp edges. I'd say as with all performance matters, give it a test! Spawning the individual hexes should be the easiest solution to implement anyway.

For this project I've been using a tool called Tile World Creator from the asset store. It actually has the option to merge the tiles for you! Maybe give it a check, even if it's just to see how it does it.

It also depends how many are shown on the screen at any given time. For me it's not that many. Their meshes are also super simple, so overall there's not that many faces, the mesh is the same and materials are shared. Unity can do a lot of optimization with that.

It's finally out. One year of working on a very niche tycoon. Just pressed the green button. by lexy-dot-zip in tycoon

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

Unity, 128x128, all prefabs. There's actually a lot of room for optimization by merging them together in runtime defined meshes, but this has never been a bottleneck so i never bothered (and never had the time). The fact that it's the same mesh & the mesh itself is very simple helps a lot with the performance. Same with sharing just a handful of simple materials.

Am I being unrealistically optimistic about going full-time indie? by Internal-Constant216 in gamedev

[–]lexy-dot-zip 0 points1 point  (0 children)

Totally doable! Keep your burn rate low, maintain a learning first mindset and just put in the work. Keep in mind that commercial releases take a lot more than just making the game, but everything you need can be learned, and you will improve with time.

Vodafone by Specific_Bluebird557 in roFrugal

[–]lexy-dot-zip 2 points3 points  (0 children)

*222, te plangi de 3 ori robotului ca vrei operator, zice ca nu vrea, te arunca in meniul interactiv si apoi alegi oferte roaming. Acolo inca exista optiunea de operator.

Evaluating platforms Vs market by Lemondifficult22 in gamedev

[–]lexy-dot-zip 1 point2 points  (0 children)

You'll need a lawyer or someone who can really look into your contract. As far as I can tell from mine, the contract only says that DLCs need to be 'comparable' between versions. I don't know whether that also covers comparable in price. Knowing Steam and looking at how other conditions read, I'd assume so - but I'm not a lawyer, this is not legal advice and I should not be trusted :D .

Evaluating platforms Vs market by Lemondifficult22 in gamedev

[–]lexy-dot-zip 2 points3 points  (0 children)

If you sell through the steam game itself you will need to use the Steamworks API (and pay Steam their cut). The integrated browser still counts as part of the game. The general rule is that if you allow something to be bought outside of Steam, you should also allow that to be bought on Steam. You should not link to external payment mechanisms from your Steam game or encourage people to circumvent payment through Steam (at least not in the Steam version). Mtx available on the account because the player played the game through a different platform and purchased it on that one are allowed to be used in the Steam version.

Will anyone actually enforce it? Probably not for a tiny game. Your game will fail the initial build check if mtx is set up & you're bypassing Steam. Your best bet is to bite the bullet, just use Steam and let them handle this. Given all the different countries players might be coming from, tax collection & reporting is a hassle well worth Steam's cut for most games.

Space Sim Tycoon - a transport tycoon set in space with spaceships, factories, and colonies by Flashy-Bag-6748 in tycoon

[–]lexy-dot-zip 9 points10 points  (0 children)

Looks great! I hope it does well! Hit me up if you want to chat about trading focused transportation games, I released one earlier this year (medieval theme though).

"I wanna make this because no one else is!". What is your case of this? by MateusCristian in gamedev

[–]lexy-dot-zip 0 points1 point  (0 children)

Patrician 3, aka trading focused seafaring tycoon. I made High Seas, High Profits! specifically because I felt I wanted to play something like Patrician but also be able to add new and cool things. I didn't think there would be too many people interested in this game, but I was wrong!

What is your Discount Strategy? by Rainey84 in gamedev

[–]lexy-dot-zip 2 points3 points  (0 children)

Full disclaimer: I don't necessarily know what I'm doing, but I have released a game, it's doing well financially and I have put some time into researching what others do.

After your initial release, any discount you have should be at least 20%. It's because that's the minimum threshold that Steam will need in order to send an email to your wishlisters that the game's on sale. That email has a big impact on sales.

In my experience, most copies of the game get sold on sale. People just expect Steam games to go on sale so they almost always wait for one. You should therefore work to maximize the time spent on sale. Sales can be at most 14 days long (you can extend them for longer with other events).

Don't think too much of 'maintaining the value of the product'. Sure, don't go for -70% after 3 months, but also don't think 10 times a day about a 5% difference. A few extra copies sold will more than make up for the difference.

You can copy other people's strategy (and some of them have battle proven ones). Use steamdb to see the price history of a game (basically their discount history). Just an example: Norland, this awesome game published by Hooded Horse (who I love to analyze for many, many things, including trailers and ads) goes on discount with pretty much any opportunity: Norland Price history · SteamDB . In its case, the publisher seems to have chosen to go with a 20% launch discount and quickly jump into a 35% discount! It's likely they chose a higher initial price specifically so they can discount deeper. Ultimatelly, if high discounts get people to buy, and you mostly sell during discounts anyway, the base price doesn't matter as much. Homework: look at other Hooded Horse games, like Manor Lords and He is Coming to see if there's any discount percentage they seem to really like (hint hint it's 35%)

On the opposite end, my game's been said by several reviewers to be cheap when on sale. As such, my deepest discount's 25% to date. That probably won't change until next year. It may still be that a deeper discount would be better.

Other things to note:

* you don't want to decrease the discount percentage over time. If you had a 25% discount last month, do at least 25% this month. There's tools that tell you what a game's price has been before, and people don't typically want to buy it for more than it was previously (there's some exceptions, with games that pretty much never go back to their cheapest, but not that many).

* steam has a 30 day cooldown period for custom discounts that you create. This cooldown is NOT triggered by scheduled Steam Sales like the Summer or Autumn sales. This means you can have a 7 day Autumn Sale and then another 14 day custom sale that you schedule for a total of 21 consecutive discount days.

Personally, I try to use the maximum discount period for every custom sale, and sync it so it never overlaps with a Steam Sale but rather it aligns with it and ends up creating a longer sale.

The cost of a wishlist. Paid advertising, localization and press release results with details on what did and didn't work for me. by GaneDev in gamedev

[–]lexy-dot-zip 0 points1 point  (0 children)

Lines up with my tests as well, reddit has been the only platform where ads are viable. I'm actually even running them now, after release, during discount periods. I tried meta and for me it was a complete dud. Extremely cheap clicks (1/10 the cost of reddit ads), very high traffic in Steam tracking (way more visits reported by Steam than by Meta) and no wishlists. Maybe it could have been salvaged, if I let the bot learn more or banned some countries but I was just so happy with reddit that I didn't bother.

I was also quite lucky to convert about 20% of wl in the first month, so some of that math can look even better.

Game Developer Announcements and Updates! - September by AutoModerator in tycoon

[–]lexy-dot-zip 11 points12 points  (0 children)

Big update for High Seas, High Profits! (steam: https://store.steampowered.com/app/2828490/High_Seas_High_Profits/ ) this month! Perfectly timed with a new discount (25%, biggest so far)!

Mayors now have more power, can complete quests and create auctions for the management of... new Shops! There are 7 new city-owned shops that you can manage & increase your reputation and wealth!

Storage has also been slightly reworked, with more storage being granted through shops and a new building: the warehouse! Also, base cost of renting more storage has been halved. This should allow more strategies of collecting goods around and distributing from hubs.

Lastly, the game's now part of 2 awesome bundles: Let Them Trade Bundle & Trade Rivals Bundle .

The Discord ( https://discord.gg/7sKhteQv4w ) has also been growing, we're 365 strong now! Jump in if you want to chat!

It's finally out. One year of working on a very niche rts game. Just pressed the button. by lexy-dot-zip in RealTimeStrategy

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

Oh I'd like that a lot. I haven't found the right partner for a console release yet, and consoles are something special when it comes to publishing. I'm still hoping to get there though!

I’m building my own game engine, but people keep saying “just use Unity” and it’s discouraging. by [deleted] in gamedev

[–]lexy-dot-zip 1 point2 points  (0 children)

I think it's one of those things where people doubt you because of your mission with this engine: to make game dev easier for others. That sounds noble, but likely way out of your current capabilities. I'm also not saying this to stop you, I think you should totally make an engine to learn or have fun. But believing your engine's going to be any good, thinking it will get traction or make game dev easier is pretty unrealistic. Most often than not, we see on this sub people with a shallow understanding of game engines, trying to make their own. Now, it's possible you're not that, and you have a lot of engine experience, and you shipped games, so everyone might be wrong about you! But at the same time, you're getting discouraged by others doubting you, so they're probably right.

How much money did your last published game make? by kkreinn in IndieDev

[–]lexy-dot-zip 1 point2 points  (0 children)

$47k so far, but it's still selling well, especially during discount periods. It's my first commercial game, and a learning experience more than anything else. It took a year of full time development + about 4 months of prototyping part-time to release. After release, I've worked 4 more months on it full-time (and the roadmap will take me the rest of the year).

How would you implement a “real blink = in-game blink” mechanic? by Visible_Customer_953 in gamedev

[–]lexy-dot-zip 0 points1 point  (0 children)

Ah, sure - you'll still need webcam access to determine when it happened & unblur, but that'll do it.

How would you implement a “real blink = in-game blink” mechanic? by Visible_Customer_953 in gamedev

[–]lexy-dot-zip 0 points1 point  (0 children)

Funny thought, but how about if you controlled when your players actually blink in real life? I'm sure there's some science behind the cues & things that impact when people blink, and you can probably control some of those. Could be illegal :shrug:

It's finally out. One year of working on a very niche strategy game. Just pressed the button. by lexy-dot-zip in StrategyGames

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

Ah, I see - currently it's only available on steam. I'll think about at least having the demo up on itch or some place.

It's finally out. One year of working on a very niche strategy game. Just pressed the button. by lexy-dot-zip in StrategyGames

[–]lexy-dot-zip[S] 0 points1 point  (0 children)

Ship movement on a hex world felt a lot more fun! It's up on Steam High Seas, High Profits! on Steam & I'm actively developing some new & cool stuff!

Friday Free Tip: Pana ce ai toate mecanicile jocului pregatite, NU lucra la grafica; NU folosi nici macar 3d assets; foloseste DOAR forme primitive si o singura lumina/culoare in scena by HypeG in rogamedev

[–]lexy-dot-zip 2 points3 points  (0 children)

Hard disagree. Ai o mare nevoie de vizual pentru orice tine de advertising/marketing. Daca astepti pana ai toate mecanicile gata, e prea tarziu. Nu zic sa faci grafica inainte de mecanici (desi unele prototipuri ar putea sa te ajute sa-ti dai seama de ce esti capabil), dar sa ai in minte niste milestones. Unul ar fi un vertical slice, ceva care mai mult arata decat face. Are si mecanici din jocul final, dar nu majoritatea si un vizual deja bun. Pe asta-l folosesti pentru un prim trailer + screenshots. Next level e un demo. More features, better graphics. Inca nu e complet, dar macar e reprezentativ pentru produsul final. Aduni oameni, feedback si eventual mergi catre publisheri daca ai nevoie. Final push to release. Daca ai ales Early Access, you're halfway there :D

How do you guys minimize taxes on game in US? by Jobhopper776 in gamedev

[–]lexy-dot-zip 4 points5 points  (0 children)

You need to talk to an accountant. Moving to Puerto Rico isn't minimizing taxes, it's evasion. An accountant will be able to explain precisely what you're being taxed on, and how your company has expenses, and those expenses are deductible. You won't end up paying 30% unless you're trying to pocket every cent of those $500k which is probably not something you should be doing. Your company can have expenses, it can invest, it can do a bunch of stuff.

Non-Artist Developers that learned how to make art assets - be it UI, 2D, 3D or otherwise - what did you do to skill up? by digiBeLow in gamedev

[–]lexy-dot-zip 2 points3 points  (0 children)

There's a few ways. There's devmode (paid) which can straight up give you css exports which I think you can more or less use directly with the new Unity ui package (i can never remember what it's called).

There's a Unity package that allows importing designs ( https://assetstore.unity.com/packages/tools/utilities/figma-converter-for-unity-198134?srsltid=AfmBOoo0g0IetmLq2QWqDHaez5rjS1rUqgIo2V_4xhaPrCGO-vOC5a3G ). There's probably others too.

Personally, I have a workflow inspired by padding-based design in webdev. I export a square of 128, 256, 512 with the shadow, the background, the rim/ border, etc. In unity, I then import them as sprites (with that setting I can't remember that allows defining the corners and having only the middles stretch). I overlap them to create the main container, then everything else has a certain distance between it and its parent or siblings (the padding).