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unchartedsectors @ unchartedsectors @lemm.ee
Posts
3
Comments
31
Joined
2 mo. ago
  • That's a good point yes. It might even open publisher's doors, I've read that it was way easier to sign if you proved that you could ship something before.

    The vertical slice could be an idea too, but you'd loose the possibility of building visibility over multiple steam launches I guess.

  • Well I actually have software engineering experience so I've built everything I could in the most modular way possible, and took care to make extensible choices as much as I could. Since nobody's putting pressure on me the code isn't a spaghetti plate (yet? :p).

    Good point about the self-branding too. Though I feel like following this strategy and being a "good dev" doing it could be good on that side too.

  • I've been doing software for 6+ years so I know how projects balloon and get out of scope all the time and I do my best to constrain myself with proper project management to avoid it. But yeah it's very probable that I miss the mark haha

    It's not like I'd make a puzzle using the small games as pieces, nor would those small games be exactly independent, more like I'd use what I made during the previous lapse of time to build a small game.

    For example now I have an almost working full economy system with buildings that buy and produce goods, pops that buy it and consume it and work in the buildings, and I'm in the process of making a nice procedural planet generator. After that I'll work on autonomous traders that go from one market to the other to profit of the arbitrage between goods. In the end I also need a way to set up specific player-defined trade routes. Well, if I do those two and modify them a bit, they make for a good basis off which making a trading game. Said game can enjoy the work I've made for the "big game" and I'll obviously have to make specific features for it to be worth playing by itself, but half the game will simply be the core features of the "big game", so I get to polish and improve them while working on the mini trading game.

    It's true that I have to be careful with modules management though.

    Yep, I feel like you're right in your last points. Thank you for your input :)

  • Game Development @programming.dev
    unchartedsectors @lemm.ee

    Innovative release strategy: yes, no, your opinions?

    Hey everyone!

    Excuse me for the slightly clickbaity title (is it, though?). I need all the advice I can get here.

    About six months ago, I ignored all the common advice and started working on the Dream Game™ as my first commercial release. I expect it to be ready in about four years.

    Since I had no real marketing experience, I've been learning by listening to GDC talks and Chris Z's videos whenever I have "dumb chores" time or similar. More and more, I see proof of the great advantages of making small games: building on past releases, proving your ability to ship, and confronting yourself with the market as early as possible.

    Obviously, that clashes pretty hard with a four-year first project. So I thought, and thought, and thought — and a few days ago, something clicked.

    What if I were to release features of my game as standalone "mini"-games?

    I'm working on a 4X grand strategy game, which is basically at least four games smashed into one. So if I'm working on the trad

  • Hey there, honestly I'm not a Lemmy power user, I just posted in the .world because it was the one with the most people subscribed. I have no particular attachment to any specific instance.

    I don't get much what reviving entails, just posting somewhere?

  • Strategy Games♟️| RTS, 4X and Grand Strategy @lemmy.world
    unchartedsectors @lemm.ee
    imgur.com What would your dream grand strategy economy look like?

    Discover topics like video games, sci fi, indie game, and the magic of the internet at Imgur, a community powered entertainment destination. Lift your spirits with funny jokes, trending memes, entertaining gifs, inspiring stories, viral videos, and so much more from users like unchartedsectors.

    What would your dream grand strategy economy look like?

    Hey there!

    I'm working on a sci-fi grand strategy game with a deep focus on economy and market mechanics.

    I'd be curious about what you'd want to see in a strategy game like that. What economic mechanics have you enjoyed elsewhere? What annoyed you? What would spark your interest?

  • I'm using Ubuntu myself to develop actually so I'm kind of doing that all the time. The problem is, my machine isn't everyone's machine, my drivers aren't anyone's drivers, and so on.

    In the end I think that I'll try to give Linux builds to testers to see if they report a lot of bugs or not and decide at that moment if it's too much work or not.

  • Well, that's what I'm doing, I'm not writing for Windows specifically, and I'm using an engine that works well with any OS. But there is a difference between making the build and supporting it, it's an actual commitment. Like others said here it's a bad experience to try to use a native build and have it being bad or worse than a Win build that goes through Proton.

    In the end I think I'll make builds and try to find testers for every OS, and try to estimate the viability of having a specific build using their feedback.

  • Well, it's not a quick game made in 3 months and then I go on to the next. I fully intend to support it and give my players the best experience I can. So it's not as simple as "click the export button", I have to actually commit to support the builds.

  • Well, I'm using Godot which can target all three big OS, though clicking on the export button and actually supporting a platform is not the same.

    In the end I think I'll try to make builds for all OSes and have testers for each platform, and estimate the viability of the builds from the amount of bugs they give me back.

  • Glad to count you aboard then :) don't hesitate to subscribe to the newsletter (https://uncharted-sectors.com/) to be informed. It also registers you to have an access to the closed beta

    I've found some communities on Lemmy indeed, I'll share progress when I'll have interesting things to show

  • Linux Gaming @lemmy.world
    unchartedsectors @lemm.ee

    Is Linux support still needed nowadays, or is Steam OS good enough?

    Hey there!

    I'm a solo dev working on a sci-fi grand strategy game (I didn't manage to find if self-promo is allowed so I'll keep the name for myself).

    I was updating my planning and started to think: since my game will be published on Steam, it will be playable on Linux using Compatibility Mode even if I don't specifically target Linux itself. I myself play on an Ubuntu and this allows me to play almost every Windows game (old ones are more capricious, but recent ones are ok).

    So I'm wondering, is there really an advantage to have native Linux support nowadays? As a solo dev, the thing I lack the most is time. The days/weeks/months it would take me to add it and fix all the probable bugs it entails could be used to improve the game itself or add features instead for example.

    On a more general note, what do you other Linux players expect from a Linux game?