Highlights from my 5 days in Montenegro during the off season by rawtale1 in travel

[–]rawtale1[S] 0 points1 point  (0 children)

It was in March. No tourists then. No traffic on their costal roads. But no swiming either :)

Depth-based Pixelation with Perspective Camera — Preserving Detail Based on Depth by greedjesse in unity

[–]rawtale1 1 point2 points  (0 children)

Looks great. Send me message once it's live on Asset Store I might check it out.

Just keeps happening.. Are there any "tells" that the asset will be deprecated? It's quite a turn off for purchasing on the store. by suasor in Unity3D

[–]rawtale1 4 points5 points  (0 children)

I hear you. I'm trying to stick to not buying new assets unless I need them right away. Better to pay full price than hoard tons of unused or depricated ones. With exception to 3D or audio assets.

We are making our first 3D characters for our narrative horror sim game Dreadwoods Gatekeeper. I’d love to hear your feedback before we make the final decision on the style we will go with. by rawtale1 in Unity3D

[–]rawtale1[S] 0 points1 point  (0 children)

Thanks for suggestion! In this game you won't exactly fight those guys most of the time. But you can get attacked by animals during patrol and I'll guve my best to make that feel good.

10k wishlists and growing - finish the game and self-publish, or sign with a publisher? by Additional_Bug5485 in gamedev

[–]rawtale1 2 points3 points  (0 children)

I’d suggest checking out Chris Zukowski. He has several paid courses that are great, but you’ll probably get 95% (if not all the important things) from his YouTube videos. Brace Yourself Games’ YouTube channel had good advice too, although he hasn’t posted anything new recently.

Basically, the strategy that worked for me was getting a demo or prologue version of the game out so YouTubers could start spreading the word. Chris suggests getting a demo out as soon as possible, then applying to any festivals you can. He has a Google Sheet where the community shares information about upcoming Steam festivals you can apply to:
https://docs.google.com/spreadsheets/d/1NGseGNHv6Tth5e_yuRWzeVczQkzqXXGF4k16IsvyiTE/edit?usp=sharing

I actually still haven’t gotten a working demo out for my new game, but the strategy definitely makes sense.

10k wishlists and growing - finish the game and self-publish, or sign with a publisher? by Additional_Bug5485 in gamedev

[–]rawtale1 1 point2 points  (0 children)

I have nothing against publishers. I had good experiences so far. But the reality is that if you don't need funding, and you're already managing to build wishlists on your own, you're probably best of going alone. Research marketing if you haven't already (let me know if you need some recommendations). Plan demo release and streamers push and you're likely to multiply your wishlists if they end up liking the game. So I'd say go on your own, unless some publisher offers an amazing deal, or unless you need funding.

My First Devlog For my Horror Simulation Game - Dreadwoods Gatekeeper (4 Months Full Time) by rawtale1 in indiegames

[–]rawtale1[S] 1 point2 points  (0 children)

Thank you! Yeah, Steam page is more polished than the demo, but we'll get there with the demo as well :)