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Pages: 1 [2]
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23
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Developer / Business / Re: Press Release Distribution Services
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on: January 29, 2014, 11:06:03 PM
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The easiest way imo is through twitter. It may take some time but if you follow their conversation and get to know them (just DO NOT PITCH YOUR GAME...EVER on social media if you try to get in contact with someone or make friends!).
Do you mind elaborating on this? What you're saying is that even if you want them to check out your game, you should never directly tweet at them to check out your game; instead, just follow and comment on their tweets over time, and hope that they'll naturally be interested in your game?
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24
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Developer / Business / Re: GDC tips?
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on: January 29, 2014, 10:55:05 PM
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Thank you both! Very helpful info for sure.
If you're chatting about the games you're making/will make/have made, are people in general willing to take a look at a trailer or app on an ipad?
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25
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Developer / Business / Re: Company Name
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on: January 29, 2014, 10:52:18 PM
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lol. I'm actually a fan of that Ethreal logo in your sig, so if that's any indication, I'm sure you'd be able to come up with a pretty badass design for Despawn.
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26
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Developer / Business / Re: Company Name
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on: January 29, 2014, 02:09:16 PM
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Despawn's probably fine, as long as you make sure the logo itself doesn't look anywhere close to Respawn's.
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28
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Developer / Business / GDC tips?
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on: January 28, 2014, 08:45:31 PM
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So this might be a bit premature since GDC is still 2 months away, but I'm hoping those of you who have been to GDC can give us first-timers some tips on how to take full advantage of it. I'm personally interested in networking with as many people as humanly possible, but I'm curious to know what to expect in general while there.
Thanks!
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29
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Developer / Business / Re: We did a 180 on the art style during our Kickstarter, with interesting results.
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on: January 28, 2014, 02:08:16 PM
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I think the art style just sorta improved, I suggest to everyone in this thread to not try to draw conclusions about this kickstarter as the data isnt really reliable enough. Pretty much every project gains more funding towards the end and the values in each day are too low to determine if there really were spikes in traffic and then if that traffic came from an art change or just making an update at all
Congrats on making it though!
Great point actually. This was something I wanted to share about OUR game in particular, so it's important to take it as just that. I hope no one here makes the same mistake we did, but if you DO, the post might be exactly what you're looking for XD In the post, I also made sure not to count the last 24 hours of the campaign, for the exact reasons you mentioned. What would have happened during the last 48 hours if the art didn't change, I can't really say. What I do know is that before the art change, the funding progress had literally been flatlining for 4 days, and no one was taking the cheap early-bird reward.
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30
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Developer / Business / Re: How do you evaluate new team members
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on: January 28, 2014, 09:37:22 AM
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It's definitely really difficult, especially in the field of indie games, where it seems like a lot of the most successful indie darlings were made with just a one-man or two-man team.
You gotta understand that when it comes to finding new team members, some might still treat the game they're helping you develop as a project/hobby rather than a product. Those people are fine to work with if the stuff they're making helps you, but you can't make the mistake of relying on them for the important stuff. A lot of it comes down to attitude, and whether they're more shortsighted or longsighted.
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32
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Developer / Business / Re: We did a 180 on the art style during our Kickstarter, with interesting results.
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on: January 27, 2014, 04:57:50 PM
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We actually had a story that anthropomorphisized all the planets, so that's why they all had different faces and/or accessories. Like I said in the blog post, we wanted to try to appeal to a younger audience, but we didn't put as much thought into it as we obviously should have. It seems so obvious now that we shouldn't try to appeal to a market that A) We clearly weren't familiar with, and B)Didn't actually mesh with the gameplay of the game. Btw, if anyone wants to try out the game as it is right now, I just posted its beta on the playtesting board: http://forums.tigsource.com/index.php?topic=38394.0Still a lot of work to be done before release (including visuals), but a lot of elements are now coming together nicely.
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35
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Developer / Business / Re: Steam Greenlight is wrapping up
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on: January 27, 2014, 12:17:27 AM
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A main issue with the whole Greenlight vs some-other-system-that'll-probably-be-just-as-flawed topic is which system would be best for games that are otherwise good, but not too marketable. While a major advantage of being an indie dev is making games that you WANT to make, in the end, you still gotta make sure it's interesting to other people.
Since a lot of solid indie games can never really get traction through traditional marketing methods (and that includes most of the criteria that Valve uses to measure whether to Greenlight a game), ideally I'd like to see Greenlight evolve into something that can at least give the not-so-marketable games a chance.
So, an app-store environment wouldn't be very pretty. But...I can definitely see how Valve might implement a lot of the pros of an app-store.
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36
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Developer / Business / Re: Company Name
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on: January 26, 2014, 11:55:53 PM
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Company names CAN be important not only for consumer perception, but for potential partners who might want to work with you on games. The company I helped found is "Serenity Forge", and the name itself actually attracted a lot of partners and former partners for the past few months.
Just something to keep in mind.
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