Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Game Development Omni-thread [Unity, XNA, UDK, etc]
Posts
From your previous game and what you've posted here I'd say you have an excellent chance of being a finalist.
I dunno, being a 2D platformer is going to count heavily against it. Will you be entering (I think you pulled out last time, didn't you)?
I assume that's bone-dry humour considering that 2D platformers took the grand prize in 2011, 2010 and 2009 (also third prize last year and second prize in 2010). At this point I'd be very surprised if the winner isn't a 2D platformer.
I'd bet against one winning this time though. They must be getting fed up of the things.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
Although other XBLIG games that made it to Steam actually were not runaway successes on the XBLIG platform.
Ophidian Wars: Opac's Journey
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Unfortunately XNA will not be available on Windows 8 Metro platform. This is unfortunate in that Windows 8 is having a big touch based focus and the technology may power many devices in the future. This is being mitigated to a small degree - one of the godfathers of XNA Shawn Hargreaves is going out of his way to provide similar APIs that can be integrated into things like Sharp DX or XNA-like wrappers.
You always should be flexible to adapt to technology shifts and changes, I myself didn't predict that javascript would be as critical as it is today and I have a problem in dealing with javascript at work because I don't feel comfortable with it. However javascript is a huge part of much HTML5 development and HTML5 is being advocated as one of the options for indie style games. They just kind of casually dropped a megaton at GDC in announcing "Xbox Live Web Games" which will give web games (HTML5/Flash) access to Xbox Live services, yes...achievements, leaderboards, all that jazz that XNA developers always wanted on XBLIG. The reason XBLIG can't get it very easily is that the APIs are RESTful HTTP based commands that indie games would not have easy access to because HttpWebRequest is specifically excluded from being used by Xbox indie games (WP7 games are different story).
Any indie developer should work on developing some business savvy and street smarts. It's not just about how much the platform does for you, it's about finding the place that suits your strengths and also figuring out the audience and what is in demand.
The thing i would propose to people trying to figure out where to release games is to first decide if you want to aim for open marketplace or a closed marketplace. There is a huge difference. Open marketplace you don't have to be invited or selected to release. iOS games are this, so are XBLIG. Closed would be XBLA or Steam. It's completely different.
Open marketplace:
Advantages:
- If you basically do whatever submission is needed, you can get on.
- Can take more risks.
- Success on open market can naturally allow you to move to closed at appropriate time.
- Sometimes supports ad-supported or F2P game models in a better way.
Disadvantages:
- Often they are flooded with huge amount of games, making it hard to be noticed.
- Often pricing is forced down because of various reasons, so getting large revenue is tricky
Closed marketplace:
Advantages:
- Easier to be noticed (sometimes!)
- The owner of the marketplace wants you to succeed
- Easier to price at a higher price (sometimes!)
- Sometimes the marketplace/platform will have a more enthusiastic fanbase
Disadvantages:
- Hard to get on, harder to take risks
- If you fail, you fail hard
- Timeline is known to drag on for console marketplaces, publisher being involved causes nightmare scenarios sometimes
The open marketplaces right now are:
"The Internet", Xbox Indie Games, Chrome Store, Indie City, WP7 marketplace, iOS App Store, Android Market/Google Play
Soon to be available: PlayStation Suite, Windows Store
Some closed marketplaces are apparently easier to get onto than Steam (Desura, Gamer's Gate)
Things to monitor as part of choosing marketplace:
1) What is the active userbase size
2) What sort of games are popular on that marketplace
3) What sort of "gaps" exist (demand but games not available)
4) What is your short term and long term business goal and how can it map to selling games on which place
5) Is there anyone you would want to partner with to get help (publisher, platform owner, whatever) - think of this step like a band signing to a record label for help with touring
Twitter: http://www.twitter.com/gaspode_t TwitPic: http://twitpic.com/photos/gaspode_t
From Reddit, Unity3D is giving away their basic iOS/Android versions until April 8.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
I think it look OK, but as someone else has pointed out, it doesn't really tell the prospective buyer much about what kind of game it is.
AJ2 soundtrack: NAME YOUR PRICE ON BANDCAMP! Album: BANDCAMP! iTunes Spotify Amazon UK
I think that's ok in your case because the art is surreal and striking, such that quite a few people would click on it just to find out what the hell it is about.
Meanwhile I have implemented the ability to make connections between the power rings and the defence obelisks;
Will almost certainly have to tweak the positions based on playtest.
Starglider - how long have you been working on Windhaven now? It must have been a while?
Two years four months, although that doesn't include the nine month beak in development I had to take.
I can't afford a custom fail screen for every mission, but the most important ones have them;
Is there some alternate framework they'd like us to use for store entries? Is there anything that supports all three platforms short of having to cobble together our own cross-platform support in C#?
Invite me: XBox Live | PS3 | Steam
Link to me: Number Sorter | Achievement Generator
So your speculation is that it simply won't have access to the tile UI functionality but that it should still be executable once it downloads from the store?
The response I've found from Microsoft was "While the XNA Game Studio framework will not be compatible with Metro style games," which seems ambiguous enough to accommodate that. I'm not optimistic about it, but I'd be pretty happy with that.
Invite me: XBox Live | PS3 | Steam
Link to me: Number Sorter | Achievement Generator
Now clearly it's streets ahead of my effort, above, but would it be OK to use something that so obviously copies the Mario 2 cover? Especially when the game already copies the Mario 2 pick up and throw mechanic?
edit:
If you're considering whether it's a parody or not, ask yourself this: What about Mario 2 or Mario 2's cover is it making fun of? It's not really making fun or satirizing Mario 2 or Mario 2's cover, hence, it's not a parody.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I doubt there's going to be a lot of market confusion between apple jack and a 24 year old NES game.
Invite me: XBox Live | PS3 | Steam
Link to me: Number Sorter | Achievement Generator
I'll be uploading the game for playtesting later today, if anyone fancies a go. I tried last night but the website wasn't cooperating.
I played it for about 30-45 minutes or so last night. At one point when I was aiming and moving the left stick I thought I would be able to move the camera with the right stick but it didn't work that way. That's probably not worth changing but whatevs.
I had a lot of fun with with it and the opening cutscene was pretty funny. Outside of the comment above I can't really think of any suggestions. Well, I thought it would look cool if there were dust particles or rocks when you pushed a block but other than that it was really good. Nice work, man.
The block definitely need some dust or something when pushed / dropped but my attempts looked rubbish. I'll give it another go.
Out of interest how did you find the difficulty? Did you use the rewind much?