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TIGSource ForumsCommunityDevLogsPrivate Party - an RPG
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Pixel Noise
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« Reply #60 on: February 09, 2017, 07:17:52 AM »

Definitely - Twitter is more for networking/recognition than feedback; you will definitely get some feedback by posting images, etc - but since the reply is so limited, naturally, you'll get better and more comprehensive feedback here. (You also may help draw people to the devlog through Twitter). But you definitely want to start building that network now, so that when you are really ready to promote the game, you already know a bunch of devs who will help you, rather than being a stranger on there.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
Stricle
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« Reply #61 on: February 09, 2017, 09:18:27 AM »

So, now I'm on twitter as well Smiley

Definitely - Twitter is more for networking/recognition than feedback; you will definitely get some feedback by posting images, etc - but since the reply is so limited, naturally, you'll get better and more comprehensive feedback here. (You also may help draw people to the devlog through Twitter). But you definitely want to start building that network now, so that when you are really ready to promote the game, you already know a bunch of devs who will help you, rather than being a stranger on there.

Yeah, I was thinking about leaving twitter with small and frequent updates, and here for big/medium stuff and feedback. Now, I'm sure I'll do that. Thanks guys.
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vitorlanna
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« Reply #62 on: February 09, 2017, 12:13:38 PM »

Here are some tips that I founc earlier about using twitter, by the ones making Ooblet! It's kinda hard to do follow some of those tips, but maybe they can help a bit.
https://www.patreon.com/posts/things-we-part-1-7666578
https://www.patreon.com/posts/things-we-part-2-7676374
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Stricle
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« Reply #63 on: February 09, 2017, 04:18:20 PM »

Here are some tips that I founc earlier about using twitter, by the ones making Ooblet! It's kinda hard to do follow some of those tips, but maybe they can help a bit.
https://www.patreon.com/posts/things-we-part-1-7666578
https://www.patreon.com/posts/things-we-part-2-7676374

Thanks!
It'll be very useful to me, since I'm new to this whole twitter thing.
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Stricle
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« Reply #64 on: February 16, 2017, 11:52:31 AM »

Hey people!

I'm not with my main computer, so it kind of get complicated to make gifs. That's why I'm not updating this topic too often (or at least, that's my excuse).


But, the news are: I'm thinking about releasing an early (closed) demo. To get some heavy feedback before going too deep into the game. What do you think ? Is it a good strategy?



*If I decide to launch the early demo, I'll make more questions.

**Although its an *early* demo, it may take a while to come out.
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breakfastbat
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« Reply #65 on: February 16, 2017, 12:23:37 PM »

I'm doing super early playtesting starting hopefully this month, for my closest friends and e-mail subscribers. I figure a couple people will pop in and say a few things, and that feedback will immediately get me to work on more things, and hopefully it'll turn into a feedback loop of productivity.

Basically I think playtesting is ALWAYS a good idea, even if it's just a couple people they may help move things in the right direction. I understand the concern for spoilers but you'll need a demo anyway for a game like this, so just plan on spoiling anything within the demo area and keeping the rest secret. If the demo area is received well, then the game as a whole should theoretically do even better.
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« Reply #66 on: February 16, 2017, 12:49:37 PM »

I'm doing super early playtesting starting hopefully this month, for my closest friends and e-mail subscribers. I figure a couple people will pop in and say a few things, and that feedback will immediately get me to work on more things, and hopefully it'll turn into a feedback loop of productivity.

Basically I think playtesting is ALWAYS a good idea, even if it's just a couple people they may help move things in the right direction. I understand the concern for spoilers but you'll need a demo anyway for a game like this, so just plan on spoiling anything within the demo area and keeping the rest secret. If the demo area is received well, then the game as a whole should theoretically do even better.

I love when you answer everything I expected.
So, I think I'll follow your way of doing it.

*How do I subscribe ?



Everyone who is interested on playtesting my game, please tell me. So I can release the early built.
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breakfastbat
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« Reply #67 on: February 16, 2017, 04:35:43 PM »

I'm doing super early playtesting starting hopefully this month, for my closest friends and e-mail subscribers. I figure a couple people will pop in and say a few things, and that feedback will immediately get me to work on more things, and hopefully it'll turn into a feedback loop of productivity.

Basically I think playtesting is ALWAYS a good idea, even if it's just a couple people they may help move things in the right direction. I understand the concern for spoilers but you'll need a demo anyway for a game like this, so just plan on spoiling anything within the demo area and keeping the rest secret. If the demo area is received well, then the game as a whole should theoretically do even better.

I love when you answer everything I expected.
So, I think I'll follow your way of doing it.

*How do I subscribe ?



Everyone who is interested on playtesting my game, please tell me. So I can release the early built.

I'm definitely interested in playtesting! Feel free to DM me on Twitter.

Not sure if you were asking how to subscribe to my newsletter? If you were, it's here: http://eepurl.com/co3Alv
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Stricle
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« Reply #68 on: February 17, 2017, 04:08:13 AM »

I'm definitely interested in playtesting! Feel free to DM me on Twitter.

Yess! When I get everything done, I'll contact you!

Not sure if you were asking how to subscribe to my newsletter? If you were, it's here: http://eepurl.com/co3Alv

I was  Smiley
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Pixel Noise
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« Reply #69 on: February 17, 2017, 06:19:50 AM »

I want to play BOTH of your demos.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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« Reply #70 on: February 17, 2017, 06:34:32 AM »

Soon™
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« Reply #71 on: February 17, 2017, 07:58:43 AM »

I want to play BOTH of your demos.

great!!
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Gazillion
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« Reply #72 on: February 17, 2017, 08:58:14 AM »

I can't wait to play this. I find small time RPGs like these so much more enjoyable than the AAA titles because, often time, the latter bloat the game time with non-stop back and forth.

Just wanted to chime in and offer some hypecentric support!
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Stricle
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« Reply #73 on: February 17, 2017, 09:25:22 AM »

I'm so happy to see you guys' interest !!


I think I'll need 1 or 2 months. I know, it's quite a lot, but I want to get rid of the problems/bug I already know exists.

EDIT: @Gazillion, you mean you want to playtest?
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vitorlanna
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« Reply #74 on: February 17, 2017, 08:01:42 PM »

Everyone who is interested on playtesting my game, please tell me. So I can release the early built.
I'm interested!
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« Reply #75 on: February 17, 2017, 10:20:05 PM »

If this is going to Mac I'd be interested in trying it out. I'm intrigued by the idea of only boss battles and no leveling up system. I think the idea of the player getting better not just some  numbers going up in a RPG system would be fun.
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Stricle
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« Reply #76 on: February 18, 2017, 05:46:30 AM »

Everyone who is interested on playtesting my game, please tell me. So I can release the early built.
I'm interested!

Yess! Thanks!

If this is going to Mac I'd be interested in trying it out. I'm intrigued by the idea of only boss battles and no leveling up system. I think the idea of the player getting better not just some  numbers going up in a RPG system would be fun.

Yeah, that's exactly what I'm planning to do.
About going to mac... I don't know yet. I would need to buy a license. (I don't know how much it costs)
It would certainly go to mac if:

- I make a crowdfunding campaign and get funded.
- My game sells well enough to justify the port.

Apparently porting to mac using game maker is pretty simple, so the only concern would be money.
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subliminalman
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« Reply #77 on: February 18, 2017, 09:36:57 PM »

About going to mac... I don't know yet. I would need to buy a license. (I don't know how much it costs)

Mac could always come later as well, but since you are using GameMaker it should just be the Professional license which is $149.99.
For a while they had Humble Bundles with a pro licenses. They already did it twice so who knows if they'll do it again.
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breakfastbat
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« Reply #78 on: February 18, 2017, 11:14:11 PM »

Are you using GMS2? Mac porting is built into it and it's cheaper than the GMS1 licensing / porting nonsense. Well, but I had the professional edition of GMS1 so I got GMS2 for just $60. I don't really know how you buy GMS2 right now if you don't own GMS1 professional.
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« Reply #79 on: February 19, 2017, 02:16:01 AM »

I'm using game maker studio standard (the free). Probably I'll update to GMS2 (there aren't many problems to port the game right?) it's currently 99 USD,so it's cheaper then the GMS.

Since in Brazil we pay like 3 times more, I was planning on make a crowdfunding campaign just to cover those costs, including steam greenlight and anything else. (I also think that crowdfunfing is good to market the game)

The only problem is that kickstarter doesn't work here, (but indiegogo does).

So, what do you think? Do you agree with my thoughts? Should indiegogo work just fine?
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