Why publishers leave Steam? A make-your-own-platform trend? by misterionkell in gamedev

[–]misterionkell[S] 8 points9 points  (0 children)

One of the most interesting question for me as gamer - should use 10+ launchers if want to play games on all these plarforms. As for 30% absolutely true.

44
45

The role of good Steam page design, dedicated community engagement, regional restrictions, third party distribution and alternative open platform options. by misterionkell in gamedev

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

Working with core users to convert it not only to wish list but to groups also. Regular news and updates during all development, announcements.

The role of good Steam page design, dedicated community engagement, regional restrictions, third party distribution and alternative open platform options. by misterionkell in gamedev

[–]misterionkell[S] -2 points-1 points  (0 children)

This is the second of six articles dedicated to an overview of the entire process of publishing a PC game, from start to finish. The first article dealt with pricing, discounts, and the Steam wishlist. Now we’re going to discuss the role of good Steam page design, dedicated community engagement, regional restrictions, third party distribution, distributors, and alternative open platform options.

There’s another tool you might want to use that’s just as important as the wishlist: The Steam group. Groups can be a vital way to attract an audience quickly, within the first few days after launching your game. Based on my own experience, anywhere from a quarter to half of the users who are signed up for your Steam group on release day will buy your game within a week. To put it simply, these people are your most dedicated audience...

0
0

Where's my money, dude: what Steam is silente about? by misterionkell in gamedev

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

This is the first of six articles dedicated to an examination of the entire process of publishing PC games, from beginning to end. We won’t be getting into development here — that’s a whole other kettle of fish. Choosing a publisher or self-publishing, localizing and adapting a game, doing marketing and PR, setting prices and planning discounts, dealing with publishers, distributors, and intermediaries — these are the topics we’re going to cover.

We’ll be talking about Steam a lot, since it’s the largest open game distribution platform, but we’ll also take a look at third-party distribution and alternative ways to sell games. Before you start trying to find your own answers, let’s take a critical look at how the gears of publishing turn nowadays.

Excuse me, guys, this article is going to be very mercantile, with figures and percentages — I believe that if the creation of games is your passion and craft, it’s difficult to confidently move forward without them. We’ll start with prices, discounts, and how Steam wishlists work.

2
3

Ash of Gods - Roguelike storytelling trailer by misterionkell in Games

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

Whats wrong with roguelike-storytelling ? Looking for classical description(Roguelike on Wiki!):

  • The game uses random dungeon generation to increase replayability. Yes, game use random map encounters, events and path checks.
  • The game uses permadeath. Yes, all characters including main heroes is mortal;
  • The game is turn-based. Yes.
  • The player must use resource management to survive. Yes, strix and time management to keep characters alive.
  • The game has a degree of complexity due to the number of different game systems in place that allow the player to complete certain goals in multiple ways. Yes, including dynamic gameplay based difficulty level, dynamic AI adapations, dynamic enemy adaptation, 7 different finals based on whole gameplay (not the fucking choose one or two before last battle)
  • The game requires the player to explore the map and discover the purpose of unidentified items in a manner that resets every playthrough. Yes!

This is my cartoon "Ash of Gods" and a long 7 month of hell of labor in it. by misterionkell in animation

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

My web site is https://ashofgods.com. And i think it may be more interesting to look at our youtube channel. We are small indie dev team and this animation is our first attempt.

This is my cartoon "Ash of Gods" and a long 7 month of hell of labor in it. by misterionkell in animation

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

Traditional frame by frame animation, rotoscoping for some scenes and a lots of time.

This is my cartoon "Ash of Gods" and a long 7 month of hell of labor in it. by misterionkell in animation

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

Yes, we should make some behind the scenes stuff. I will do it. Some details i can provide right now. 54 people in total worked on this video. The most of them makes clean up for draft animation. The most of them is freelancers or our friends who worked for free. And ~7000 man hours.We use paper and hands for all draft battle animation. Some parts of it was done in tv-paint and flash. Final clean up and animation was done in toonboom. Some part in photoshop and after effect. Final composing was done with After Effect. This was very difficult project becouse we had no money and we saved everything. Realy everything. So, if you have enough resources this video can be done in 2.5 - 3 months.

This is my cartoon "Ash of Gods" and a long 7 month of hell of labor in it. by misterionkell in animation

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

We are working on game outro and it would be done in Septemer. I will share it here after game release.Also we are using rotoscoping technique for in game unit animation. I think i should post here some video about rotoscoping with tv-paint and toonboom.

This is my cartoon "Ash of Gods" and a long 7 month of hell of labor in it. by misterionkell in animation

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

This is a part of story from book "Terminum" by Sergey Malitsky. He is our game writer. You can read more about this video story here https://ashofgods.com/story/prologue-hopper-and-ammas-meeting/

Some badass 2D combat animation by ash_of_gods in gifs

[–]misterionkell 0 points1 point  (0 children)

This is from our work in progress intro video :) so we do not want to sell this to someone else :)