*blows dust off ancient readme.txt*

Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.



Whatchu Workin' On? Tell us!

coming up with visual fx, idk not really gamedev

Steam RPGMaker Scene

I know nothing about free games on Steam, but as someone on their 2nd commercial game and regarding them...

Another hurdle/todo not mentioned is the tax interview process. If you're not in the US and you want to gain revenue without the default 30% withholding tax you'll have to get a type of TIN called an EIN. It's worth looking into what tax treaty your country has with the US (for Canada it's 0%). Can be done over the phone quite easily, but I remember the FAQ being a little confusing. Basically get an EIN, fill out the electronic tax interview that's in the Steamworks control panel, and then you can proceed. Oh you'll probably need to list yourself as a Sole Proprietor if you don't have a business or company.

On "How do I know my game will do well?" Wishlists are really the only metric to go off in terms of knowing how well your game will do. The conversion rate to actual purchases is probably the highest out of any metric (up to 30% from some sources), and most of your wishlists will likely come from Steam directly (Assuming you don't have any other marketing source that is). If you don't have a lot of wishlists or any kind of coverage, you probably shouldn't launch your game. The simple logic of marketing is that if people don't know about your game yet, then they don't know your game even exists, let alone even consider buying it. Seems obvious, but I see a lot of people hitting the launch button out of panic or fear that their game will be irrelevant etc. This article from 2018 goes over what you can expect from a launch based on wishlists. Things have changed, but I asked a lot of people and this info still pretty much holds up.

How do you know other games did well? There isn't a public way to know the exact sales, but sites like SteamSpy often gave estimates based on reviews on how well a game sold, Steam has limited the API info you can grab though. So the latest data to check is this chart someone made. There's also some interesting notes about the data from the person who made it. If you want to know if your game/genre is viable you should probably look for games similar to your production values, find out if they did well, and look into the reviews on what they liked and didn't like about it. Hell even ask/PM them directly about what made them buy the game. It's why people running for office knock on peoples doors all the time, to find out what their needs and worries are. Ya know, marketing.

This sort of research is the key to actually figuring out how to market your game because you need to know why people would actually buy your game. "I put effort into it/it's innovative" is not really a value proposition and pretty subjective. This doesn't mean "make the most popular genre" But if low budget puzzle games are doing poorly in terms of sales, you probably aren't going to rock the boat realistically speaking. It's worth doing the research before you even start making the game. If you're merely a hobbyist in the middle of making your dream project, this research process might contradict a lot of what you're doing. It's also harder to walk back some things you've already committed to (like say, the genre, artstyle, type of gameplay, length or any taggable thing). Sgt M actually touches on something: that making commercial games is a different field from a hobby. Though even with free games I still looked into the download numbers and tried to figure out the best way to get my free games to as many as possible. If you're already doing stuff like that, then it might not be all that different. ¯\_(ツ)_/¯

There isn't a way to 100% demystify how well your game will do, but it's worth doing as much as you possibly can with actual tangible numbers. As for me personally my current game probably won't do amazing, but based on my projections it'll very likely succeed the first one. It's a learning process like anything else. I'll likely disclose sales numbers in some Post-Mortem at some point.

Horror mechanics

Usually the classic survival horror genre creates tension by limiting your resources and adding a lot of grabby enemies that slow or impede you. Later on the emphasis was less on survival and more on hide and seek stealth elements where it's "scary" to get caught. Though really they're defined by the idea that you can't fight back and have to run to a nearby closet if spotted.

I guess the most simple is Friday Night At Freddy's. If I recall you watch security cam footage for movement and you keep track of what had activity last in relation to what's closest to the two doors. The doors being close drain battery so you can't close the doors all the time, so you can only close the doors when you're absolutely sure something is coming to get you. This sort of stuff could probably be done in a flash game.

Slenderman has you collect randomly placed pages in a large set of woods, it's really an excuse to make you move to one place or another. If you see static, the enemy is near and I recall turning away makes it detect you less. It could be boiled down to a hot and cold mini game.

A variant could be a minigame that a monster can hear you but can't see you so you have to step on things that aren't noisy or stop in place while it moves past you. Maybe making a spot light graphic so the player can't see much either to increase the uncertainty of where the monster is.

The movement tracker from the movie Aliens could also be turned into something simple and "horror based" Where all you see in the interface is a radar where you have to move to the end goal and whenever the monsters move fast you can see them, but if they move slow you can't unless they're maybe near. Though might need more ideas to make it interesting.

Playing around with fog of war and limited information with something "chasing" you is probably the best way to break it down into a game with atari budget.

Misao Category Review

Said this a million times, but for the record: Would rather just have a top 10 or whatever system that actually fits how people vote. I think we're too attached to categories and should just adapt the system to way people actually vote for their favs or the one or two games they actually played.

I disagree with staff picks since it's way too much effort and energy. The nice thing about misaos is that they're somewhat automated for the most part (which should be the whole point of the site, automating the process in which games are submitted/reviewed/ranked). I also think the category picking process is also too much energy for what it's worth and a standard top 10 would just make the awards run themselves better in a way. I rather just know what the highlights of the year were in a concise way.

Is VR Killing the JRPG?

RPGs already have the best VR game and it doesn't even need a headset, it's called DnD.

Idk I think JRPGs are just dead. When's the last time any AAA game actually made their games turn based? Dragon Quest XI? The fun thing about turn based RPGs was the minimum amount of inputs needed, you don't have to be on your toes or be active you can just lay back and explore a world. Nothing that motion controls would enhance since that defeats the whole point.

When I imagine a VR ""JRPG"" I imagine you playing as an awkward anime character with live mocap looking movement with a lot of physics and you awkwardly carrying a command menu like its a clipboard with a Final Fantasy pointer glove covering your hand. Maybe something awkward like this. Idk there's no real value proposition here, we all know it's gonna suck.

[Poll] Better late than never! The DynRPG plugin contest

kazesui the god

Video Game Critic Wager 2020

Ori, Doom and Animal Crossing are now the closest edit: (and Nioh 2)

Also a topical video on aggregate scores

Smash Bros 5th Fighter

Tbh I haven't loaded up Smash to try out any of the new characters since maybe Joker. So it's hard to get invested in "Not getting my favourite in" when there's already 70+ flipping characters pushed in. It's not like this will be the last character either as we found out. I don't know if I'll bother buying the next dlc pack though.

Goaling It 2020

I didn't say my post was satire, I said you don't even bother to consider if a post is meant as satire or not (which is something you should and must do if you're in charge of an internet site like the user with the misleading nick, "Liberty"). While I won't deny being a "creepy man" for having and articulating sexual desires, you MeToo pretenders and "Trumpists" are the real problem. Like Sturgeon's Law says: 90% of everything is crap, and that applies to people here and everywhere else, too.

people are allowed to react to weird creep behavior. it sounds like you have issues to work out instead of ascribing buzzwords to people that don't want to put up with you. We've all done embarrassing shit but when other members react it's kind of a signal to stop doing the thing that's best kept to yourself, read the fucking room on what's acceptable and what's not. It's just a social self awareness thing and not a made up constitution thing btw.

Otherwise enjoy the mickey mouse hat and martyring yourself over the weirdest post of 2020 so far, I guess...

Goaling It 2020

it's so "satire" that you're flipping out that people are cringing and feeling uneasy about your post lmao