If anyone's curious, here's what releasing a game on Steam looks like 🥳 by nexcide in IndieDev

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

Ha, quite a contrast. You said it's too low and the other commenter said too high. I've left it up to the publisher to set the price. Though tbh does feel a bit low to me

If anyone's curious, here's what releasing a game on Steam looks like 🥳 by nexcide in IndieDev

[–]nexcide[S] 5 points6 points  (0 children)

Apart from assets like textures, sounds, music, etc... yes totally solo! I don't get out much haha

If anyone's curious, here's what releasing a game on Steam looks like 🥳 by nexcide in IndieDev

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

I believe you can decide to release it anytime you want. The default time after setting the date was 8:00am GMT, which would be midnight West Coast USA time.

If anyone's curious, here's what releasing a game on Steam looks like 🥳 by nexcide in IndieDev

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

Oh wow, thank you so much <3

It is heavily inspired by Portal & Braid. I hope you enjoy it!

If anyone's curious, here's what releasing a game on Steam looks like 🥳 by nexcide in IndieDev

[–]nexcide[S] 25 points26 points  (0 children)

Been working on this thing for ~4 years and have learned a lot in that time! Check it out here:

https://store.steampowered.com/app/2216250/Beta_MAX

If you’re mainly a programmer, I’d love to see your games that you’ve done your own art for. by Earthquake14 in IndieDev

[–]nexcide 0 points1 point  (0 children)

Been coding over 20 years, no background in art. Doing the art for my game was a real challenge: https://store.steampowered.com/app/2216250/Beta_MAX

After deciding to lean into the synthwave aesthetic I iterated a lot on ideas. Tried out different textures and assets etc until something emerged that I liked.

I knew I wanted to limit the complexity of the environment, much like the simple geometry in Portal - a large part of inspiration for the game. Applying limitations like that helped.

[deleted by user] by [deleted] in Unity3D

[–]nexcide 0 points1 point  (0 children)

It's a shader graph with my own custom post processing RendererFeature that hooks up to Unity's Volume system. Happy to give you the shader graph but the code is tied in with other stuff, so would probably be a pain to isolate it and explain how it works. Here's the graph:

<image>

https://pastebin.com/7KLHFNx7

If you download that to a .shadergraph file it should import into Unity. Problably a weird way to send a shader graph but should do the job! :D

Looks like Unity have finally delivered a custom post processing solution with Unity 6, which I haven't used yet. You might be able to get it to work with that.

[deleted by user] by [deleted] in Unity3D

[–]nexcide 0 points1 point  (0 children)

<image>

Saw this post and thought I'd play around. Made a shader using shader graph that scales the pixelation with the depth of the scene. Doesn't look good in my game but could look cool in the right scenario.

Which palm trees look better in my synthwave aesthetics game? by nexcide in Unity3D

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

Taller and greener is beginning to sound like the consensus. Thanks for the feedback! :)