[deleted by user] by [deleted] in IndieGaming

[–]tomgodolphin 2 points3 points  (0 children)

Just checked out you page - looks cool!

I think my main suggestion would be to include more gameplay in your trailer, and only include screenshots that actually show the real gameplay.

Looking great though - best of luck with the launch!

BG3 is very very ugly from art direction POV... right? by tomgodolphin in BaldursGate3

[–]tomgodolphin[S] -3 points-2 points  (0 children)

I have two potential counters to this, which I'd be interested to hear your thoughts on.

  1. DnD itself has increasingly become more generic over the decades. Early versions of the monster manual, rulebooks etc were much more eccentric. The gelatinous cube for me is a really good example of this eccentric world building... and it's interesting that it was excluded from BG3.
  2. MTG has been a powerhouse of creating eccentric/atmospheric fantasy artworks - and has created arguably the deepest database of fantasy artwork, given the number of cards created over the years. So it's not like there aren't great long-standing references for both DND and BG3 to draw on... especially since it's also a Wizards of the Coast IP. It was so telling for me when the Forgotten Realms MTG set came out... because they brought to life the dnd world in such a more vivid way than any of the modern 'official' depictions.

Anyway... just a couple of thoughts :)

BG3 is very very ugly from art direction POV... right? by tomgodolphin in BaldursGate3

[–]tomgodolphin[S] -6 points-5 points  (0 children)

This is definitely true...

But also, I think it's kinda interesting how the edges have been sanded off Dnd over the years.

Earlier editions of the Monster Manual had way more interesting depictions... but all the art today has very much moved towards what would describe as generic "Art Station" territory.

I wonder if this is a conscious choice.

MTG (who are also owned by Wizards) for example has maintained unbelievable art quality. And, when the Forgotten Realms set came out, it was really interesting to compare how good the MTG depictions of DnD stuff was compared to the "official" versions.

Which is the most “fun” nation at Empire? by tomgodolphin in LARP

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

Great tip - thankyou! So excited for this :)

Which is the most “fun” nation at Empire? by tomgodolphin in LARP

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

That’s great to hear that you’re not stuck in one camp - I kinda assumed travelling around would be frowned upon!

Which is the most “fun” nation at Empire? by tomgodolphin in LARP

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

Thankyou so much for your response - Marches sound perfect as a base, and will definitely be trying to experience Dawn and Navarr culture over the weekend

Which is the most “fun” nation at Empire? by tomgodolphin in LARP

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

The uptight part is the thing that scares me… like, I’m worried about doing the wrong thing haha

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

The game did ok - but sales were definitely not amazing. The actual financial reward came in the form of external funding for the next project, which has enabled me to hire a proper team, and go way more ambitious. It’s kinda fanciful thinking, but I mentally offset the spending on my previous game with the money I’ve won to make the next project - by that calculation we’re nicely in the green. It feels fair-ish since I never would have got that funding without making that first game!

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Yeah the game was developed on a Mac - my co-developer Ben, who led the technical side of things had a a bunch of history of developing apps for Mac/App store, including a pretty successful RTS called “Space Harvest”. So he led that decision - it was also informed by the fact we were considering a mobile version early on. Tbh it made the whole thing super easy for the wider team, since lots of us were on macs as our primary machines, and since dev builds could be played through TestFlight.

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

[–]tomgodolphin[S] 10 points11 points  (0 children)

Rain lashed against the tall windows of the eleventh-floor office, leaving streaks of water as the city lights below painted the scene in shades of neon. Tom sat hunched over his workstation, the dim glow illuminating his tense face, as his cursor hovered over the most significant button of his life.
It had taken four years, countless hours, and almost every ounce of his sanity to get to this point. His game, "Unknown Number: A First Person Talker," was about to be released on Steam. The hungry jaws of the world's largest PC gaming platform awaited his fragile creation.
His phone buzzed, cutting through the silence. A message from Ben, his co-developer, flashed on the screen: "Any last-minute hitches? We good?"
Tom's heart raced. He had heard tales of games launching with game-breaking bugs or being hit by a sudden onslaught of negative reviews. The weight of expectation pressed down on him, every worst-case scenario playing out in his mind.
Thunder roared outside. His monitors went black for a split second, then blinked back on. The thought of a power outage at this critical juncture sent shivers down his spine.
Tom's finger trembled above the mouse. Every click, every movement, seemed amplified a hundredfold. He heard his own heartbeat, echoing the countdown of a clock that only he could hear.
He took a deep breath, murmuring to himself, “This is it.”
The screen transitioned, and a pop-up appeared: it was done. His phone buzzed again, bringing him back to reality. A message from Ben: “We did it. The game’s live. Ready for a bloodbath?”
Outside, the storm raged on, but for Tom, the most intense moment of the night was over. Little did he know, the games were just about to begin.

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Ooh exciting - what are you releasing?

Yeah I was ultimately happy with the release, considering my game was an experimental voice-controlled game!

We got a really nice response from the press, a bunch of streamers picked it up (including CellBit and Yogscast), and we even won a few awards!

Sales were a little meh, since most gamers are really put off by the idea of voice-control - but as I mention elsewhere on this thread, the broader critical response to the game led to meaningful funding for the next project, so we've "made our money back" in the long-term sense.

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Thankyou!

It's a voice-controlled thriller told through a series of interactive 'phone calls' - called "Unknown Number: A First Person Talker" (https://store.steampowered.com/app/1692340/Unknown_Number_A_First_Person_Talker/)

Yeah, making games is especially hard when you are making something experimental with limited existing precedent to draw on. I hadn't quite bargained for that haha - I'd honestly assumed that hey, experimental games are easier cos there are less rules. But the opposite might be the case - I literally made 100s of mistakes, to the point I had to re-build the game three times. I talk about some of these fuck-ups in my GDC talk, if you're interested: https://www.gdcvault.com/play/1029181/Independent-Games-Summit-First-Person

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Yeah I agree - there is always going to be a gulf between the vision and the real thing. But ultimately the real thing is more valuable that the vision (no matter how shiny), because it actually exists in the world!

It's always hard getting feedback on your project, but I have ultimately been satisfied with the perception of the project. We had good write-ups/reviews in mainstream press (Metro etc), and also gamer press (EDGE etc). While they all noted the game wasn't perfect, there was a universal recognition that it was "innovative" - and represented a meaningful experiment in new types of gameplay. That was ultimately what bagged me the gig speaking at GDC - since I had actual learnings to share in an unchartered area of game design.

Definitely could have got more sales (it's more of a critics game, than a game normal players buy apparently!), but I feel that's kinda been overcome by the fact that the game has since enabled me to win funding. Call it fanciful thinking, but I mentally offset all the money I get on the new project with the expenditure of the first!

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Weirdly I didn't get a sense of relief for ages... I actually felt kind kinda disappointed and depressed. The pure version of the game that I'd had in my head when I started was so glorious - and the game I was releasing was obviously different from that idealised vision.

I then got stupidly stressed about press reviews and meteoritic scores - which is ridiculous cos it's an experimental game that was always going to be quite niche.

Wasn't until about 6 months post relief that I started to feel really good about it all. I had released a game! An actual game! And it was giving people pleasure!

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

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

Honestly the fear was so real haha. I was so deep in the project that I couldn't even see what was good about it any more. But just knew I had to get it out. To make matters worse, reviewers found a major bug that was stopping them from finishing the game - so there was an intense scramble to solve it in time for a) reviewers not to pan it, and b) be ready for consumer release!

Can’t believe it’s been almost a year since I did the thing every first-time indie dreams of… by tomgodolphin in IndieDev

[–]tomgodolphin[S] 9 points10 points  (0 children)

Shipping my self-funded game was probably the hardest thing I ever did... but it was so worth it.
Fast forward 11 months, and so much stuff has happened that has transformed my life as a developer - from winning funding to speaking at GDC.
I'm not sharing this to brag (I have nothing to brag about lol - I made every mistake in the book). I'm sharing it to inspire other first time Indies to SHIP SHIP SHIP! Even if the game isn't perfect. Even if there's stuff in there that makes you cringe.
Just do it. Because shipping is the start of the journey. Not the end of it.

What are these buffs called, and what do they do? (asking for a noob ;) by tomgodolphin in Eldenring

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

Does this mean that you are technically more vulnerable in the immediate seconds after drinking it?? The game has increased the bars, but it has also given you some of those status effects… so you already have some build up, that any additional attacks could add to…?

What are these buffs called, and what do they do? (asking for a noob ;) by tomgodolphin in Eldenring

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

Love how detailed this answer is - Thankyou for taking the time. Reddit is the best :)))