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Thread: What are you making?

  1. #701
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    There's far more fun to be had creating it all yourself . Takes much longer, but you understand it all far better afterwards.

  2. #702
    Member
    Registered: Jun 2004
    Quote Originally Posted by icemann View Post
    Game sold well?
    Not terrible but not that well, no surprise given it's niche nature. Still recuperating recent new expenses, but hopefully Steam helps out with that

  3. #703
    Member
    Registered: Feb 2001
    Location: Somewhere
    Hey Yakoob, loaded up Steam today and what do I see - Postmortem:Extended Cut on the new release page!
    Thats awesome.

  4. #704
    Member
    Registered: Jun 2004
    Yup yup, just gone live today

  5. #705
    Member
    Registered: Feb 2001
    Location: Somewhere
    out of curiousity, how much of a cut do you get?

  6. #706
    Member
    Registered: Jun 2004
    Not sure if I can discuss that tbh, lots of stuff on the back end is covered by an NDA so dont want to breach anything...

  7. #707
    Member
    Registered: Feb 2001
    Location: Somewhere
    understandable, just dont forget about us when you are swimming in your pool of money

  8. #708
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Seen a few graphs (from when I used to go to game dev club meetings in Melbourne) of sales across various mediums (cd/dvd releases, ad generated sales revenue etc) and steam brought in nearly 10 times more sales than the rest combined which was quite surprising.

    If you can get your game onto steam and especially onto any of the bundle sales (ie humble bundle etc) then you can expect a nice amount of $$$. Not huge, but significantly better than any other method.

    I'm speaking purely of indie related developed games and not the proper proper stuff.

    The hard part is getting your game onto steam, let alone even getting a reply from them.
    Last edited by icemann; 5th Dec 2013 at 03:28.

  9. #709
    Member
    Registered: Jun 2004
    Aye, steam is the winner for indies for sure. But again my game is pretty niche too, so I'm not expecting much tbh - definitely not amounts swimmable in but heres to being pleasantly surprised eh?

  10. #710
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Well the best of luck. I am always happy to see a fellow TTLG`er do well.

  11. #711
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by icemann View Post
    The hard part is getting your game onto steam, let alone even getting a reply from them.
    Yakoob got his game on through Greenlight, which is pretty solid evidence that THE SYSTEM WORKS!

    I bought and played through it yesterday and - Koob I'm not just kissing your ass when I'm saying this - it was alright.

  12. #712
    Member
    Registered: Sep 2008
    Also bought'd! God knows when I'll get a chance to play it, but for only 3.74 for the extended cut, it was that or "Mars: war logs", so killing randoms at swanky dinner parties it is!

    Could be fun to do some destruct-testing of your conversation trees...




    *ok, I also bought Mars: war logs. O god what is wrong with me

  13. #713
    verbose douchebag
    Registered: Apr 2002
    Location: Lyon, France
    When playing Postmortem, pay attention to a particularly well-written piece of eerie piano music when you start the game that sounds like it may have been created by some kind of musical genius who for some reason has a career in biochemistry.

  14. #714
    Member
    Registered: Jun 2004
    Thanks everyone! Your support and all the random geeky conversations through the years definitely helped a lot


    Quote Originally Posted by DDL View Post
    Could be fun to do some destruct-testing of your conversation trees...
    Oh I'd be curious to see what you discover Been enjoying reading various feedback, some pretty surprising!

    Quote Originally Posted by faetal View Post
    When playing Postmortem, pay attention to a particularly well-written piece of eerie piano music when you start the game that sounds like it may have been created by some kind of musical genius who for some reason has a career in biochemistry.
    It's that piece alone that transcended Postmortem from a shitty bedroom weekend project to a commercial world-wide distributed success it is today

  15. #715
    verbose douchebag
    Registered: Apr 2002
    Location: Lyon, France
    I like to think so (though I'm sure it'll be conveniently left out of the reviews due to some kind of media conspiracy against science musicians).

    [EDIT] It case it wasn't obvious, I'm being ironical :P
    Last edited by faetal; 8th Dec 2013 at 13:24.

  16. #716
    Member
    Registered: Feb 2001
    Congrats Yakoob, great to see some positive news.

  17. #717
    Member
    Registered: Feb 2001

    HAHA DOUBLE POST

    I'm managed to get my behaviour tree based AI working.



    It's a little crazy, but it's getting there

  18. #718
    Member
    Registered: Jun 2004
    Oh nice nice, even tho im not a roguelike fan, it looks like your gameplay is shaping up nicely

  19. #719
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Looks like we'll be playing Shooty Blasters: The Roguelike Fun Time Videogame pretty soon.

  20. #720
    Member
    Registered: Feb 2001
    I like to think of it as crashing R-Type into Diablo

    Created a debug display for route finding.


  21. #721
    Member
    Registered: Jun 2004
    Thanks for the debug video, I LOVE that kinda behind-the-scenes and in-dev stuff Here's a little peak of more unity tinkering, testing out ideas, developing a new style:



    Mostly, tho, I've been spending the past few days doing research and writing a ton - laying out the setting, story, characters etc. before I get into prototyping.

  22. #722
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Finally got around to getting a website, so I'll be posting up development updates about Wheelbound, a metroidvania platform game I'm working on:


  23. #723
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Looks good. Look forward to reading future updates on it .

  24. #724
    Member
    Registered: Jun 2004
    Hah, your level editor screenshot reminds me of mucking around with the Jackjazz Rabbit 2 editor way way back for some reason maybe cause its one of the few 2d platformer editors I mucked around with.

    Are you using a 3rd party engine or all original code?

  25. #725
    Member
    Registered: Feb 2001
    Reminds me a little of Terraria (not a bad thing!)

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