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I made a new game, a Roguelike / Dragon Quest hybrid


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#21 USB Connector

USB Connector

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Posted 13 November 2016 - 10:34 PM

View PostDel_Duio, on 13 November 2016 - 08:16 PM, said:

View PostUSB Connector, on 12 November 2016 - 04:52 PM, said:

View PostDel_Duio, on 10 November 2016 - 10:21 AM, said:

View PostUSB Connector, on 06 November 2016 - 10:43 PM, said:

View PostDel_Duio, on 25 October 2016 - 11:58 AM, said:

The game has been approved by Steam and is going on sale this Thursday, Oct 27th!Posted Image

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

Well it's the first of anything like this I've ever tried and it was pretty confusing to be honest. Even with all their vaunted 'documentation' I believe they expect Joe Q. Developer to be related to Einstein or something. I had a lot of trouble figuring it out with Just a Cleric. I think it took me almost a month or so to get it store-ready after greenlight. With ETL I handled it much, much better and it only took me a few days for them to give me the OK for the store page.

IIRC, once your game gets greenlit you can download their sdk (Steamworks Dev Kit- which has tons of shit I'll never use). Inside are many folders but in my case all I use is the Content Builder folder and some scripts. You have to configure / edit the scripts with your game's Steam ID# and running this will scan and compile the game (which is put in the content folder) and create a Steam build for your depot. Then on the Steamworks webpage you can set whichever depot's build to 'default' and publish it. Then this will be the version of the game that the users get everytime they go to play it.

RE $100: Dude, trust me on this- $100 is such a safe gamble. I took a chance but knew in advance it would almost be totally worth it and it was. I sell my games for pretty cheap but some of these guys charging $10 and up can recoup their license cost in about 15 minutes come release day. If you're serious about wanting to get into game development- and remember I'm really just a super dedicated indie hobbyist- A one time $100 fee is nothing in the grand scheme of things you can possibly create and add to the service for years down the road.

Thanks for the description.

I enjoy game development but a lot of things I've done recently have been largely proof of concept. The fun part is getting it working and seeing that it's fun in a basic scenario. Then there's the 90% of the work that's making art, sound effects, animations, levels, etc.

Maybe when I finish with my current side project (I'm trying to make a super simple online turn based game by writing my own connections using sockets and no libraries) I'll go back and make expand upon something I built a while back and remake it in Unity.... UE4 was not the good choice for it. Maybe I'll try throwing it onto greenlight as well. Based on what you wrote I should start off by dropping the $100 and having that stuff built in?

Edited by USB Connector, 13 November 2016 - 10:40 PM.


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#22 Del_Duio

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    Try my new retro action RPG game "Just a Cleric" on Steam! http://store.steampowered.com/app/467330/

Posted 14 November 2016 - 08:40 AM

View PostUSB Connector, on 13 November 2016 - 10:34 PM, said:

View PostDel_Duio, on 13 November 2016 - 08:16 PM, said:

View PostUSB Connector, on 12 November 2016 - 04:52 PM, said:

View PostDel_Duio, on 10 November 2016 - 10:21 AM, said:

View PostUSB Connector, on 06 November 2016 - 10:43 PM, said:

View PostDel_Duio, on 25 October 2016 - 11:58 AM, said:

The game has been approved by Steam and is going on sale this Thursday, Oct 27th!Posted Image

Congrats dude. That's awesome! How'd you make onto the page? Greenlight?

Yes, you pay a one time Steam licensing fee of $100 and you can put as many games up on Greenlight as you want to get voted in. ETL took a few months and honestly got Greenlit way way before I thought it would. It's been up since Oct 27th and (so far) nobody's had anything but good things to say about it which is awesome.

I won't be able to retire or anything off of these however it's nice to have a bit of help paying off a utility bill each month!

Just curious. How's the steam API? I've wanted to mess around with it but $100 is steep for a curiosity.

Well it's the first of anything like this I've ever tried and it was pretty confusing to be honest. Even with all their vaunted 'documentation' I believe they expect Joe Q. Developer to be related to Einstein or something. I had a lot of trouble figuring it out with Just a Cleric. I think it took me almost a month or so to get it store-ready after greenlight. With ETL I handled it much, much better and it only took me a few days for them to give me the OK for the store page.

IIRC, once your game gets greenlit you can download their sdk (Steamworks Dev Kit- which has tons of shit I'll never use). Inside are many folders but in my case all I use is the Content Builder folder and some scripts. You have to configure / edit the scripts with your game's Steam ID# and running this will scan and compile the game (which is put in the content folder) and create a Steam build for your depot. Then on the Steamworks webpage you can set whichever depot's build to 'default' and publish it. Then this will be the version of the game that the users get everytime they go to play it.

RE $100: Dude, trust me on this- $100 is such a safe gamble. I took a chance but knew in advance it would almost be totally worth it and it was. I sell my games for pretty cheap but some of these guys charging $10 and up can recoup their license cost in about 15 minutes come release day. If you're serious about wanting to get into game development- and remember I'm really just a super dedicated indie hobbyist- A one time $100 fee is nothing in the grand scheme of things you can possibly create and add to the service for years down the road.

Thanks for the description.

I enjoy game development but a lot of things I've done recently have been largely proof of concept. The fun part is getting it working and seeing that it's fun in a basic scenario. Then there's the 90% of the work that's making art, sound effects, animations, levels, etc.

Maybe when I finish with my current side project (I'm trying to make a super simple online turn based game by writing my own connections using sockets and no libraries) I'll go back and make expand upon something I built a while back and remake it in Unity.... UE4 was not the good choice for it. Maybe I'll try throwing it onto greenlight as well. Based on what you wrote I should start off by dropping the $100 and having that stuff built in?

Personally I wouldn't put anything on Greenlight that's not complete (or 90% done) only because if it were to be voted through quickly I'd feel more pressured to finish it or at worst really shitty if I couldn't.

But there are many devs who have greenlit projects that are still nowhere close to being completed. For example there's a game that was on greenlight this past February and it's STILL not out yet (it resembled an old school NES Castlevania). And of course you also have those that greenlight a game that's Early Access and is by definition unfinished. The only thing about this though is EA games seem to have a really bad reputation with the community because of a select few devs screwing over their fans.

I think I only own 2 games on EA (Vagante and Caveblazers), and then only because I did my research and looked to see if their devs were actively updating and etc.

EDIT: The games I have on there right now I pretty much handle as finished products.... with improvements being added all the time. So kind of like an EA game only the original release is complete and ready to go.

Here's some basic examples of what I mean-

Just a Cleric had some feedback from players: No grinding for XP / money spot, No checkpoint save between the 2 end levels to fight the dragon, and not enough space in the player's backback to store items. So over the course of 3 or 4 months I addressed and added a special dungeon they could earn extra XP and money in, made a checkpoint save between those 2 end levels, and created the squirrel storage service in town (which holds an extra 15 items for you- your backpack only holds 8 normally).

Equin the Lantern's feedback from players: No in game volume control. I made a header menu option for overall volume adjustment that carries over from game to game in a value stored in an ini file. Also I've added improvements I've thought would make things better along the way too because why not, right?

Edited by Del_Duio, 14 November 2016 - 08:54 AM.


#23 USB Connector

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Posted 14 November 2016 - 10:35 AM

Since we're the only ones posting right now I think we can skip making the quote block bigger.

For some reason I was under the impression that the $100 also gave you access to the steam API for achievements and whatever else which is what I want to play with. I looked it up last night shortly after I posted to find that you only gain access once you have a game on steam. I think my next project definitely will be the completion of an existing project to put on greenlight for a few bucks. Thanks a lot for your advice.

#24 Del_Duio

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Posted 14 November 2016 - 12:30 PM

Yeah, that's half the problem right there: I had no idea on what to expect until I got greenlit and saw all that extra mumbo jumbo. For whatever reason I think I thought it'd be as easy as uploading a zip file and a couple pictures with a description. HA HA HA HA, NO.

I'm no expert but if you do get something through and need help I can try to be of assistance.

#25 USB Connector

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Posted 14 November 2016 - 01:59 PM

Kinda silly that you can't gain access before your game goes up on steam. You're already paying a $100 "ward off the spam" fee.

#26 Del_Duio

Del_Duio

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Posted 15 November 2016 - 07:54 AM

View PostUSB Connector, on 14 November 2016 - 01:59 PM, said:

Kinda silly that you can't gain access before your game goes up on steam. You're already paying a $100 "ward off the spam" fee.

Oh the spam really gets rolling once you're greenlit and up on the store! Wait until you get hit by all manner of Keybegger!

Off topic a bit, but I've been working on a pretty huge change to the core game and was wondering what you might think. I can't remember if you've ever played ETL before but I'm reworking the inventory & gear screen to incorporate enough space for 15 items in your pack vs. 10. Here's a picture of what I'm doing that I uploaded last night:

http://steamcommunit...s/?id=800084420

I believe this has a lot of potential but it will also change how the game is played (for better or worse, I guess we'll see!) Another good change to this is having the backpack item's name shown in the box simply by hovering the cursor over it where before you had to press the action key / button and find out that way. This is especially important since some items share the same icon (ex. green potion & snake oil or Two Handed Sword & Bastard Sword).

Edited by Del_Duio, 15 November 2016 - 07:55 AM.


#27 USB Connector

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Posted 15 November 2016 - 01:23 PM

I haven't tried it yet. I'd love to give you my feedback on it but I'm super busy this month wrapping up projects and whatnot. Maybe during the holidays.

#28 Del_Duio

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Posted 16 November 2016 - 08:48 AM

View PostUSB Connector, on 15 November 2016 - 01:23 PM, said:

I haven't tried it yet. I'd love to give you my feedback on it but I'm super busy this month wrapping up projects and whatnot. Maybe during the holidays.

Oh I'm in no rush, take your time!

I spent about 6 hours last night making adjustments and testing the new build on a separate beta branch through Steam that I just learned how to do yesterday. And of course had some bugs after I thought I had already fixed things, you know how that goes. By the time you're ready I should be too!

Edited by Del_Duio, 16 November 2016 - 08:48 AM.





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