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    1. T minus Zero, or releasing a game on Steam

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about...

      Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about making the game itself too much, more about the part of actually releasing the game, if you are interested in more of that you can see my posts from Timasomo (1, 2, 3, 4, showcase).

      Steam

      I have already created many games in the past, I've been making games for more than 5 years, but always as a hobbyist. So I never experienced releasing a game on a platform like Steam. I have to say working with Steam and Steamworks is very pleasant and streamlined, but it is still much more complex than for example releasing a game on itch.io, which is what I did before for all my other games. I'll try to summarize how the process looks like.

      First, before you can even get on Steam, you have to register, fill out a ton of paperwork, wait some time for it to be manually approved. Afterwards, you have to pay the 100 dollars for Steam Direct. At this point you finally get a Steam app id, which you can use to start integrating Steam features into your game. For example, having achievements, Steam cloud integration (so the saves get synced between devices), leaderboards and potentially more, especially if you are making a multiplayer game. To make my game I am using Godot, and I found a C# library called Facepunch.Steamworks which made this all quite easy, I'd definitely recommend it if you are using Unity or Godot with C# and want to release your game on Steam.

      Before releasing a game on Steam you also have to finish everything on a gigantic checklist, including things like: uploading 10 various header, capsule and other images which are used on the store page and Steam library. An icon for the game. What are the minimum requirements required to run the game, whether the game has adult content, whether it supports controllers, how much the game will cost, screenshots, a trailer, there are just so many things to do! And when you complete parts of this checklist you have to have your game go through manual reviews. Each review could take about 3 days to get done. I failed one review first so I had to resubmit it too and wait again. Let me tell you, if you plan to release a game on Steam, reserve at least a month to do it, and start going through the reviews as soon as possible -- actually I think there even is a minimum of a month before you can release the game from the day you get an app id.

      Trailer

      Creating a good trailer is super hard. I am not a video creator/editor at all, but luckily I at least own a solid program for creating videos -- Vegas 14 pro, that I got for super cheap in some Humble bundle about 8 or something years ago, so I at least had a good start there. I ended up with not that complex of a project and Vegas still kept crashing when rendering, so I am not sure if I'd recommend it though.

      The hardest thing for a trailer is deciding what to put in it for me. I know that a trailer should be super short, should showcase how the gameplay looks, what are the features and so on, but when I got to actually making it, it was still super hard to decide what to put there. How do I even start? I watched a ton of other indie game trailers to get some inspiration and that also didn't help that much. There are some trailers which are really just gameplay, some trailers which are actually just incredible with editing I could never do as a pleb... So I started with something that I know a bit more. I created a very short music track, and decided that I will just edit the trailer to fit the music.

      The music track basically splits the trailer into 4/5 very short sections:

      • Basic gameplay, how the game looks when you start playing it
      • Explaining the roguelite part of the game, selecting spells and items
      • More complex gameplay, how some combinations of spells and items can look later in a run
      • List of features
      • Special bonus ending section showing a "Legendary" spell, which should show how insane spells can get, followed by the logo of the game

      I think the trailer ended up being not too bad, but I still had some feedback that it isn't flashy enough. And it's true, but I am not really sure how to improve it easily. When watching the Vampire Survivors trailer for example I can see that they did a much better job: it's so much more dynamic, the music really pumps you up, it's overall better edited, it has cool transitions, camera movement and so on.

      End

      Releasing a game on Steam was a great experience. I learned so much! I basically made this game over weekends and evenings, since I also have a job. To try maintain my productivity I tried to do at least some work on the game every single day. I have to say that towards the end I started losing some steam (haha), some days scrambling to do at least something late in the evening before I went to sleep. But, if at least someone plays the game I think I want to keep updating it more, I still do really like the game!

      Thanks for reading! Feel free to ask me anything about the game, or the game dev process, or about anything basically haha.

      Here's the Steam store page, the game costs 5 dollars, I'd love it if you checked it out. If you want to play the game but can't afford it PM me and I'll send you a key for the game (at least once I get the keys I requested -- did you know that Steam has to approve the creation of keys manually? Edit: the keys are now ready)
      https://store.steampowered.com/app/2682910/The_Spellswapper/

      45 votes
    2. Does anyone have recommendations for physics simulation software? (E.g. Algodoo, Simulo, Physion, etc.)

      I just got into watching physics simulation videos on youtube, stuff like marble races, marble battles, Multiply Or Release, and various other simulation content. Absolutely enthralling stuff for...

      I just got into watching physics simulation videos on youtube, stuff like marble races, marble battles, Multiply Or Release, and various other simulation content. Absolutely enthralling stuff for someone like me who enjoys simply watching an environment do its thing.

      I wanted to get into making my own sims/scenarios and was wondering if you all on tildes had some recommendations. I've been trying algodoo and it seems very nice but I've heard its mostly abandonware and theres some features I find lacking. So I wanted to look into options for my little tinkering. I understand that there may not be a perfect one but I'd love to have some options to try and tinker in, and my research has led me to lots of them that seem at first look to be purely for academic purposes.

      To crystallize my desires into a definite paragraph:
      I'm looking for physics sim software recommendations to make my own marble races and other simulated 'games'. I don't mind having to learn it from scratch(including scripting language). I dont care if its paid or free. Ease of use is great but Non-essential since it can likely be learned over time. Preferrably not abandonware, or at least feature-rich if development has been completed. and lastly, performance is definitely important since I'll likely be building some grand designs as I settle in.

      15 votes
    3. Apparently I'm autistic?

      My son shares a lot of my traits, including being Gifted. He's in kindergarten now, and we were looking into getting him a IEP (individual education plan) because he's Gifted. In doing so though,...

      My son shares a lot of my traits, including being Gifted. He's in kindergarten now, and we were looking into getting him a IEP (individual education plan) because he's Gifted.

      In doing so though, someone brought up that it might result in an ASD diagnosis essentially - and they were right. Haven't had the formal test yet, but a lot of what I considered "idiosyncrises" in my son are also found in autistic individuals. Some of which I share. I have little doubt in the ultimate conclusion, which is that he's 2e (twice exceptional).

      And it seems quite likely I am as well. It's gonna be a niche audience, but anyone in a similar boat? It feels weird looking back and (at 34) retroactively realizing why I do certain things the way I do.

      Edit: I should add - it didn't really 'matter' to my development because I was Gifted. I can learn whatever, pretty darn fast. So I just taught myself social stuff, on purpose, when I was in high school and college. It takes a lot of effort on my part, but I can be "charasmatic". I ascribed the effort to my general tendency toward introversion, but it may have been, essentially, the mental cost of masking.

      Edit2: oh man I even went out of my way to try and alter my personality towards more extroversion in college because it seemed more normal.

      Edit3: and I taught myself to understand body language in high school, particularly to understand and help with reading girls I liked, and how they were reacting to various levels of flirtation.

      Edit4:
      My spatial sense is god level. My wife doesn't bother remembering where the car is, because I just know.

      My audition is similarly unrivaled, I hear things others don't, and my phonological loop is amazing - I can hold audio in my head for a time if I'm truly concentrating on something else.

      My imagination is virtually non-existent, I'm nearly a complete aphantasia case - the best I can ever manage is a pulse of a 2d image, kinda.

      I'm incredibly good at math, computer science, etc. I know more about science than... anyone else I've met.

      I've never really felt like I didn't belong, though. I just learned how to be an effective communicator from books and videos. I almost feel like I have weaponized ASD.

      65 votes
    4. Anyone else feeling completely exhausted this week? What's making you so tired?

      2023 has been one of our busiest years in a decade for me and my partner. We moved house, experienced big career changes, and tackled responsibilities that kept rolling in. The pent up energy from...

      2023 has been one of our busiest years in a decade for me and my partner. We moved house, experienced big career changes, and tackled responsibilities that kept rolling in. The pent up energy from COVID years helped us get through it, and I'm proud of how much we've gotten done this year.

      Now suddenly I feel like we're so tired, especially this week, after Thanksgiving. Thanksgiving was super low key, we had a video chat with family because some nieces and nephews were sick with flu, so we're not tired from celebrating, it must be something else. It could be the shorter days, like two or three hours less sunlight than a month ago.

      We've even gotten emotional and bickered over random petty things, which we usually don't, and I think that boils down to the tiredness too.

      Speaking of the flu, there are people getting sick around us at work and the neighborhood, so I'll bet our immune systems are working hard and making us tired too.

      What about you all? What's making you tired? What have you had to give up on because you don't have the energy to deal with it?

      44 votes
    5. I will be very sad when David Attenborough dies

      I got teary eyed when my 5yo asked me about how baleen whales feed the other day, and I showed him a video narrated by David. Just today I saw another great video from David. There will never be...

      I got teary eyed when my 5yo asked me about how baleen whales feed the other day, and I showed him a video narrated by David.

      Just today I saw another great video from David. There will never be another like him (edit: David, not my kid), which is the saddest part of this post.

      35 votes
    6. Are there any games that you have enjoyed playing without the HUD or mini-map? If so, which ones and why?

      I just posted this as a comment to someone who mentioned Horizon Zero Dawn, but figured there might be more discussion if I made a new post for it, so here goes: Are there any games that you have...

      I just posted this as a comment to someone who mentioned Horizon Zero Dawn, but figured there might be more discussion if I made a new post for it, so here goes:


      Are there any games that you have enjoyed playing without the HUD or mini-map? If so, which ones and why?


      One of my favorite gaming experiences was playing Zelda BOTW in its entirety without any HUD elements, just using the game's scenery and story to guide me. I loved it so much that I tried doing the same in other massive open-world games like Skyrim, Fallout 4, The Witcher 3, and Assassin's Creed Origins, but found that they relied too much on small details or markers in the minimap. So instead of feeling more immersed and in-tune with the game world, I just felt more frustrated at not knowing exactly where to go or which specific person or item to click on without the game explicitly telling me. I'm sure it can be done, but I found it nowhere near as pleasing as BOTW.

      I just recently picked up Horizon Zero Dawn and wondered if it could be played in a similar manner, without the map or other HUD elements, or if I'll end up needing some of them to know where to go or who to talk to.

      I'd love to hear any other recommendations or thoughts on this matter.

      28 votes