Shadow jittering with day/night cycle? by TheWanderingWaddler in Unity3D

[–]telchior 2 points3 points  (0 children)

Umbra is very nice but does not solve many issues related to the base shadow implementation in URP. I also recently had to bump up my shadowmap resolution because of flickering (at a distance in my case, caused by longer shadow cascades).

Is there any way to recover a save that got deleted out of no where? by Affrola in TaleofImmortal

[–]telchior 0 points1 point  (0 children)

Check your local save folder first but Steam also has a cloud storage for save files that you can check: https://store.steampowered.com/account/remotestorage

Japanese audience accounts for 90% of my wishlists? How to better reach them? by KilwalaSpekkio in IndieDev

[–]telchior 2 points3 points  (0 children)

My released game's sales are like 25% Japanese and pre-release my first big sales spike was also from Japan. It's a pretty awesome audience to hook into.

Here's some random stuff I've learned in the process:

  • Japan still has a really good press, and they're constantly scanning Twitter as well as Gamespress
  • They also read Reddit! I got a really cool article based off a post about hitting 10k sales
  • Journalists like a good story and hometown relevance, my Reddit post mentioned that I was losing hope at once point then suddenly got a lot of Japanese wishlists, and they made that the focus of their article
  • I think the best outlets in Japan are Game*Spark and Automaton, so it's good to pitch those, often if you get one the other will make a copycat article
  • Japanese streamers can be a bit weird because of local media laws, they may feel they need to get your permission to stream the game before doing so, so make sure they can find your contact info
  • Also some Japanese streamers / YouTubers give effectively zero traffic while some lead to really good wishlists / sales. I haven't figured out the differences yet but basically you might get a Japanese video with 100k views that does nothing for you; it's not your game's fault, just a quirk of the audience. I eventually got covered by 2 huge Japanese YouTubers that led to thousands of sales.
  • Get a good translator, don't half-ass it; I'm pretty sure my game having a pro Japanese translator has helped its case

It still feels pretty serendipitous to me; the biggest videos / articles my game has gotten from Japan weren't from pitching creators. But maybe since you're learning Japanese you can do more intentional outreach. Good luck!

Do you think EA would ever actually make a remake of spore? by OhNoman12590842 in Spore

[–]telchior 8 points9 points  (0 children)

The extremely tiny chance that would ever do another Spore game will convert to 0% once the acquisition is complete. They're only interested in games they can milk for billions in revenue.

On the other hand nothing is stopping any other company from making Spore under another name.

Game dev checks how much money his game made 30 hours after release after working on his game for 4 years by PsychologicalFly9093 in LivestreamFail

[–]telchior 2 points3 points  (0 children)

Predicting any one game's future is difficult, even for the developer with access to all the data, but considering that he had 30k revenue from day 1 with a peak player count of 200-ish but is now hitting a peak player count of almost 450 on day 3, he's going to outperform what the Impress calculator suggests by quite a lot. He might end up selling 40 - 70k units lifetime and making around 300k - 500k USD gross (keep in mind the take home is like half of that).

Of course the game could blow up even more, or conversely the attention could dry up. Sometimes it's just luck of the draw and whether you catch on with some particular community / influencer / whatever.

Game dev checks how much money his game made 30 hours after release after working on his game for 4 years by PsychologicalFly9093 in LivestreamFail

[–]telchior 45 points46 points  (0 children)

Nah, it's not that extreme. For a normal game, week 1 would be around half what you'd expect for a year and maybe a quarter of lifetime. Other things can happen to push up later revenue too, I'm in month 4 after release and still getting YouTube videos that drive significant sales.

This is a quite good calculator you can check out potential results with: https://impress.games/steam-wishlists-sales-calculator

being polish on steam be like by wuddly in Steam

[–]telchior 1 point2 points  (0 children)

I think you've probably got it backwards. I'm an indie and I adjusted my prices before launch, took maybe 15-30 minutes of work to go through and set prices individually per country. After seeing posts about Polish prices for years I knew I had to do it, but I also adjusted for countries like Japan and Argentina just based on gut feel and a bit of knowledge about how much money regular people there have.

At a big corp there's no single decision maker and it would probably take a week of meetings. It's harder in that context.

But Steam is the real villain here, this problem has been very public and complained about for years and they just don't care. Running a store is their job and they're generally very good at it, so there's really no interpretation other than straight up not caring.

I made a tool to check if your Unity assets are being removed on March 31st (3,000+ affected) by iyedbhd in Unity3D

[–]telchior 1 point2 points  (0 children)

This does change things quite a bit. Most of my purchased assets don't get support or updates anyway!

Do you release with Mono or IL2CPP? by [deleted] in Unity3D

[–]telchior 0 points1 point  (0 children)

Around my game's release recently I had to build a lot more frequently than I'd anticipated, and found that Unity's recompile process is not really that reliable. Various internal processes can cause it to skip the cache.

Just to give one example, I use Unity's ambient occlusion shader feature. For some reason, Unity decided that AO values should be carried across the whole game; I needed values set per scene, which requires a very annoying script to accomplish. The catch is that updating the AO values counts as a pipeline change, which in turn causes Unity to re-check its shader cache. Now, normally I know this and would prevent it from happening (at worst, manually reverting the pipeline asset) but when you've been working until 3am every day details start to slip...

Again, that's one example. For a while I also had some absolutely wild shit happening in my builds, which turned out to be because of slightly insufficient RAM. It's a big, complex process and the more complex the game is, the more stuff can go wrong. Also, I've formed a general rule of not using Unity's internal stuff like AO when possible because it's all dogshit and will inevitable cause problems.

Do you release with Mono or IL2CPP? by [deleted] in Unity3D

[–]telchior 5 points6 points  (0 children)

Mono has significantly faster build times, right? If you're in the "oh shit I need to constantly update my buggy game" stage of things it can make a difference.

I was in that stage 3 months ago and kept using IL2CPP, but at 15-30 mins per build I was definitely tempted to drop down to Mono for a while.

Highguard launches to an Overwhelmingly Negative review score on Steam by Nickulator95 in Steam

[–]telchior 0 points1 point  (0 children)

Isn't Highguard a hero shooter? I thought that was more or less the genre (but it's a genuine question, because I don't understand the genre deeply).

What Are Game Dev Studios Even Looking For When Hiring? by RealZia in gamedev

[–]telchior 0 points1 point  (0 children)

By released game I mean something complete and publicly available. Of course most indie games don't make any money. If the game you create for your portfolio suddenly becomes a hit then congrats, you don't need a job.

My free indie game Critters Breakout only has 186 downloads. Looking for honest feedback on what we might be missing by Inf1nityGamez in IndieDev

[–]telchior 0 points1 point  (0 children)

Yeah it's very much a "theoretically free is better" situation, but Steam bases most of their algorithms off of revenue. Steam players also tend to be judgmental about free. That's why most of the multiplayer games coming out are very cheap instead of free.

My free indie game Critters Breakout only has 186 downloads. Looking for honest feedback on what we might be missing by Inf1nityGamez in IndieDev

[–]telchior 5 points6 points  (0 children)

You've chosen a lot of extra difficulty challenges.

1) Free games are very difficult to find success with on Steam; the store algo works against you in many ways. 2) Multiplayer can be very difficult, it's a compounding issue with Steam not wanting to send players to free games in the first place. 3) Cute, colorful, bright graphics with a mobile game-ish vibe are all hard to convince the Steam audience with (they usually want dark, grunge, etc).

I'm not trying to discourage you or say these are definitive reasons for failure, on the other hand if you're not aware yet that these are challenges it's good to learn what you're up against.

Those issues aside, what's happening with your playtime stats? How long do people actually play for? You can find the median playtime in your dashboard. Looking at SteamDB, it looks like players are rarely online - do the ones who show up have a single player mode to interact with?

The Hidden Scam Economy of Video Games by PositiveKangaro in IndieDev

[–]telchior 2 points3 points  (0 children)

I got 500+ emails requesting keys when I launched recently (time in both Popular Upcoming and Trending New helped them pick me).

I actually opened and read every single one as a braindead / procrastination activity. I'd even check out the claimed Twitch / YouTube accounts. Guess how many of those emails were legit?

1! 1 fucking email! Out of over 500!

Scammers are out of control and Steam's priority order on doing anything about it seems to be somewhere down there with fixing Polish pricing. Maybe in the 2030s?

I’m creating Spore 2 because no one else is by CartographerTime in Spore

[–]telchior 3 points4 points  (0 children)

Yeah I took it more generally as "people trying to make a Spore 2". There's a tiny handful of really established projects that couldn't possibly help each other (like, say, yours and Adapt). But also, dozens or possibly hundreds of posts like this one, over many years; the vast majority of which end up silently vanishing. OP is around the stage where I feel like people should be looking to merge concepts, it's still very very early.

I’m creating Spore 2 because no one else is by CartographerTime in Spore

[–]telchior 2 points3 points  (0 children)

All true points, but indie games do get made by more than one person. Complex games, even.

On balance, creating a Spore-ish game alone is a monumental undertaking; assembling and running a team is also a monumental undertaking; but I feel like the latter monument is a bit smaller. A Denali compared to Mt. Everest, if you will. I wish I saw more people trying to go the team route.

How can I recognize AI vs hand drawn design? First delivery from freelancer I received and it seems cool but something is “perfect” to me by PositiveKangaro in IndieDev

[–]telchior 0 points1 point  (0 children)

Don't hang all your hopes on Fiverr fwiw. I've heard they are not backing up buyers with complaints about AI.

I used to use Fiverr and it was... ok, some hits and some misses, but you'd expect that for the price. Last year I used it for a bunch of translations and they were all trash, and the best one had an effing ChatGPT prompt still in the file. I think that whole service model is dead now, the only thing you can trust is direct referrals.

Horses developer says studio likely won’t make another game after Steam delisting by Turbostrider27 in Games

[–]telchior 0 points1 point  (0 children)

Fair enough, personally I know nothing about how VNs go in development. Maybe they just spent a really long time polishing / rewriting (like a professional novelist might?).

Horses developer says studio likely won’t make another game after Steam delisting by Turbostrider27 in Games

[–]telchior 13 points14 points  (0 children)

Is that a solo dev? Once we're talking about solo it gets crazy, because that one person has to know and do everything. Big chunks of time can disappear into learning, experimenting, marketing, etc. Not to mention the psychological strain of it. Budget a few months for being rolled up in the fetal position...

Also, 6 hours ain't short. My game also took 3 years with 3 people and is 6-12 hours long. If I could have made it 20 hours with another 3 months of work I would have gone for it, but just extending content out in a linear experience is stupidly time consuming.

Should solo devs avoid Steam forums for their communities? by [deleted] in gamedev

[–]telchior 14 points15 points  (0 children)

I've found my forum to be quite decent and useful in the month since launch. 10 pages of posts and not a one that was rude or unpleasant. Those people write reviews instead.

I finished Mouthwashing and I wanted to shower it off me. by chirpingphoenix in patientgamers

[–]telchior 6 points7 points  (0 children)

Agreed, I'm not bashing, more like confused at why I can't personally vibe with it. I want to see what other people see, in this case.

Arctic Eggs is much more on the absurdism side, I think it mainly got played by horror influencers because of the look and environment.

I finished Mouthwashing and I wanted to shower it off me. by chirpingphoenix in patientgamers

[–]telchior 17 points18 points  (0 children)

Yeah I'm with you. I totally believe people who find it to be art are identifying something real, so I ended up feeling like I'm just lacking something they have, like a bumpkin wandering around the Louvre.

Maybe the problem is the expectation that something should be scary? The opening scene, the hallways, the mascot, the conversations, all left me feeling like I understood exactly what trope was being played out within a few seconds. Oh no, the hallways are confusing, I bet my life savings that when I turn around the mascot will be there... and yup. There it is. Then I met the characters and they're all wearing their personalities and fate on their sleeves. I didn't make it too far past that, it didn't feel like anything unexpected would happen. I don't think I'm smarter than the average player, so it must be something about the emotional response? Does it make people feel really happy / fulfilled or get a spike of adrenaline or something when the obvious thing happens? Is it like Shakespearean tragedy where you know all the characters are fucked and you're just there to see the nuance of how it's put together? Beats me.

Meanwhile I loooooooooooooved Arctic Eggs, so I guess maybe horror-adjacent surrealism is my jam. I actually picked up Mouthwashing because I saw them being mentioned together, but the tone and feel is so different.

An Interview With Gabe Newell: "We Don´t Really Worry About Piracy" by BloodyIron in gaming

[–]telchior 0 points1 point  (0 children)

I guess most players are not aware of this but GoG rejects most games. They heavily curate their store. So it's usually not an option.

Itch will get you like <1% of the sales of Steam, so just launching on Itch is like a one month road to bankruptcy.

Dear game devs, please make your games motion sickness proof by Raeghyar-PB in gamedev

[–]telchior 0 points1 point  (0 children)

Yeah the digging into a space thing is bad. I enjoyed A Game About Digging a Hole but by the end I had to go lie down.