jobel's Forum Posts

  • Number of votes, external reviews and whether or not the community is talking about it outside of greenlight.

    yeah that makes sense.. I think they are just trying to make sure you are making an honest effort and care about your game. It helps them promote "quality games" and not just student or test projects or stuff that shouldn't be out there. However not everyone comes across that way so easily. This is where the whole PR thing comes in... seems like you really need to forge a relationship with people (the public) to generate interest in your game.

  • if the intro dragged on without showing gameplay people would lose interest

    I would cross-cut gameplay footage in between your slides (the one's with story text).. not sure if you are saying you couldn't do that.. but anyways, that's one good way to show gameplay quickly in a video is to have it in between cuts of story telling... you should be able to do it in Lightworks...

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  • GG-Works congrats.. hope you get greenlit..

    one comment about your video the "director's cut". The beginning has a back story with slides of text. It's way too fast, it passed before I could read any of them fully! just letting you know..

  • They don't actually say how the voting works.. I think it's a relative interest in your game that counts. I'm not really sure though.. I think there's probably a review team..

  • Ldk thanks for sharing this.. a definite valuable lesson! I know when showing friends/colleagues my game, I lose them because I'm focused on what my game is going to be, and they see what it is... it's easy to be blind to that when you are knee-deep in the development stages. I bet it's sometimes better to wait and do a local (in-person) play test before it's out there getting actual reviews that 'set in stone' for everyone to see. Better to "cut your teeth" in private first!

  • Im a single person working on this game. Im trying to get any money I can from it so I can keep working on it. I think that most other early access devs feel the same way. IMO its a lot better releasing something in alpha and getting money to keep working on it than cutting everything or making it episodic.

    andreyin totally makes sense.. I just meant that some players seem to be totally unforgiving in reviews with unfinished works; they can't bridge the gap and see the potential game it will become. Not everyone of course, but getting any bad review spoils things a bit. Then you have the user reviews coming to the defense of a title, and others jumping on the hate bandwagon. Bottom line, your game now becomes controversy (maybe depending on the price) - which may or may not be good.

    My game is in (early) alpha right now. I've just submitted it to an indie games festival (we'll see if they invite me to the showcase in the Fall). I don't think it will win any awards, but I'm hoping to get some feedback and some serious play testing done. Steam Greenlight is on my radar. Just trying to figure out the timing; how an HTML5 game would work on Steam; and what my fellow C2ers have done.

  • thanks OddConfection for posting that link.. looks like a bunch more are awaiting greenlights.

    So to submit to Greenlight the game can be unfinished? that's good to know.

    I always wonder why anyone would buy Early Access... to be honest I always skip over them, if I'm on Steam I'm there to play, not play unfinished games. But maybe for the non-devs on Steam it gives them a sense of helping out or like they have a hand in the development.

  • haha newt

    It certainly can. Although I'd ask instead: can you handle creating a large scale rpg?

    maybe you should take small elements and try to produce them stand alone... i.e. an inventory system, dialogue tree etc.. there are a lot of RPG threads on the forums with users that are soley working on RPGs..check them out..

  • Aphrodite brilliant! thanks! that's exactly what I need.

  • A0Nasser this is what I am already doing.

    If you watch the LayerScale() or LayoutScale variables you'll see them take a few minutes to stop calculating. When it gets close to the desired scale (i.e 0.6) It starts slowing down around 0.69999991. You can't see it on the screen really, but I don't like that, it seems like a messy practice and a potential leak. Especially if user spams the zoom...

  • wow, congrats!

    as a gamer I'm not a huge fan of the Steam overlay. I prefer games that don't use it. I just wanna play my games I really don't want Steam butting in with achievements and knowing how long a play.

    However from a dev point of view I don't really know. It could be that the steam achievements, trading cards and all that stuff really gets steam users excited and don't like when games don't add to that.

    I was more just curious about how the game is packaged and delivered in steam.

    thanks!

  • using Lerp to try to zoom in:

    Set Layer 6 Scale to 
    lerp(LayerScale(6), GameCameraZoom,1*dt)[/code:y3kmy7vo]
    
     but the lerp takes a long time (wall clock) to actually end (even though it looks like it stopped).. and i'd rather not spend the processing on unneeded calculations..
    
    anyone doing smooth zoom ins/outs differently?
  • just curious, I've be searching the forums and haven't found any evidence of any C2 games on Steam. Just wondered if there was how would it be rolled out? Node-webkit I'd assume... anyone have anymore info?

  • Deadline for submissions is:

    11:59PM EST June 20, 2014

    Digital and Tabletop Showcase is in September.