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  • Showing only topics in ~games with the tag "releases". Back to normal view / Search all groups
    1. Everquest 2 launching an Origins (2006) server this summer, beta in May

      From the /r/mmorpg post: https://www.everquest2.com/news/eq2-producers-letter-04032024 "Now that that’s all out of the way, let’s get down to the nitty gritty of why you’re all here. It is time to...

      From the /r/mmorpg post:

      https://www.everquest2.com/news/eq2-producers-letter-04032024

      "Now that that’s all out of the way, let’s get down to the nitty gritty of why you’re all here. It is time to talk about the new TLE server. When last I spoke of it, I explained it is not like any TLE’s before it, and now I will explain why. 

      This new server will be called the Origins Server, and it will take you way back to old school EverQuest II from back in 2006! We'll start in The Shattered Lands era (no expansions unlocked), and you’ll get to experience the look and challenge of the classic world of Norrath. The seas have calmed enough for sea faring to resume, and you are plucked from the waters by none other than Captain Varlos. Soon you will find yourself on an island and then given passage to your racial neighborhoods in Qeynos or Freeport. Systems will seem less complex, stats and gameplay will be reflective of the 2006 era, and there will be more focus on grouping with that old school MMO feel! If you did not have the chance to play back then, or just want to revisit for nostalgia, then this server will be on your list to play. Beta will begin on May 2, 2024. "

      From Kandor's post (lead designer)

      1. There will be no spell research. There will be a 6 week beta, so make sure you participate if you have questions. We restored old art, and old hoods, we need lots of testing.

      2. All stats do something, like they used to. all bosses will be original stat/buff packages. no potency, no crit, no blue stats.

      3. Unfortunately, not all the code is still there, so weight was lost. No weight, weight is unfortunately, gone.

      4. So as to unlocks, none of that has been decided, but we did put in new forums, so now we will be able to poll and discuss unlocks before we launch.

      5. There wil be a marketplace, but it will be very limited. It will not be free trade.

      6. This server is on its own depot. Meaning, it cannot be affected by Live, at all. It literally has its own patches, etc. We've never done this before, so the server exists entirely separate from the rest of the game.

      7. Freeport and Qeynos are back to old school. Old quests are back.

      8. no persistant instances, its old school.

      9. No subcombines. The current build is right after we took out subcombines for crafting.

      7 votes
    2. 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
    3. Bomb Rush Cyberfunk release topic

      Developer: Team Reptile (Megabyte Punch, Lethal League, Lethal League Blaze) Platforms: Steam, GOG, Nintendo Switch (August 18) PlayStation 5, Xbox Series X, Xbox One (September 1) Trailers:...

      Developer:

      • Team Reptile (Megabyte Punch, Lethal League, Lethal League Blaze)

      Platforms:

      Trailers:

      Reviews:

      Description:

      Team Reptile brings you Bomb Rush Cyberfunk, a future world from the mind of Dion Koster where self-styled graffiti crews equipped with personal boostpacks are battling each other for control of the streets. Start your own cypher and dance, paint graffiti, collect beats, combo your tricks and face off with the cops to stake your claim to the sprawling metropolis of New Amsterdam.

      (What the official description won’t say is that this game is an unofficial love letter to Jet Set Radio on the Dreamcast and Jet Set Radio Future on the Xbox. Hideki Naganuma even contributed new songs to the soundtrack.)

      33 votes
    4. Opinions on shadow drops vs. announcement ahead of time for games?

      I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper...

      I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper trailer and a release date set for some point in the future. I personally prefer the latter, since it lets games give me the first impression they want to, while with shadow drops, the first impression can be a big spoiler or some meme or really anything. It also helps me mentally prepare for the game to release, in a sense. So many games release every year, it's useful to know when they're coming out for budget and schedule reasons for many people.

      What do you guys think? Do you have a preference?

      9 votes
    5. What upcoming games or updates are you excited about?

      What recent announcements caught your interest? Video games or board games, indie or AAA, new release or expansion, fangames or mods, all are welcome! Please also include a link to the trailer or...

      What recent announcements caught your interest? Video games or board games, indie or AAA, new release or expansion, fangames or mods, all are welcome!

      Please also include a link to the trailer or blog post, press release, steam page, etc. so others can check them out as well.

      51 votes
    6. Playdate handheld console release thread

      Playdate announced on Twitter that they are beginning shipping today: Oh! A new Playdate Update video is here! It recaps the great developer things we've released this year, like Pulp and the...

      Playdate announced on Twitter that they are beginning shipping today:

      Oh! A new Playdate Update video is here!

      It recaps the great developer things we've released this year, like Pulp and the Playdate SDK. Please enjoy it. https://youtu.be/BmrtkBmFSn4

      There's one extra important bit in the update. Playdates in Group One will begin shipping…

      …today.

      The embargo on reviews also lifted:

      Also, ArsTechnica released reviews of all of the Playdate games. SPOILERS ahead:

      20 votes
    7. New Beat Saber x Fall Out Boy music pack announced (8 tracks)

      @Fall Out Boy: 🔥🔥🔥@beatsaber x fob music pack coming soon 😏🎮 Tracklist:Centuries Thnks fr th Mmrs This Ain't A Scene, It's An Arms Race Immortals I Don't Care My Songs Know What You Did In The Dark (Light Em Up) Dance, Dance Irresistible pic.twitter.com/VwBMQI2TFJ

      9 votes
    8. Steam Deck launch day megathread

      The Steam Deck is launching today and the embargo on review units will be lifted. Use this thread to post any and all noteworthy coverage, information, or thoughts.

      34 votes