OLDPAT'S PROFILE
Hi, I'm OldPat, an italian indie game developer. I'm trying to improve as much as I can, hoping to reach a professional level one day.
I also like to draw a lot and that's another of the fields I'm trying to improve. My English is still a bit bad, so I hope you'll forgive me if I make any mistakes.^^'
I also like to draw a lot and that's another of the fields I'm trying to improve. My English is still a bit bad, so I hope you'll forgive me if I make any mistakes.^^'
Karma Flow - The Prototy...
A Short 2D Noir Open-Stealth game. "Florien Kealborn is ready to do anything for her own family, even challenge Karma itself."
A Short 2D Noir Open-Stealth game. "Florien Kealborn is ready to do anything for her own family, even challenge Karma itself."
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Temple of Memories v1.2 is up
Finally here. Good, Ozzy!
Nice fixes. The game deserves to be played. I hope much more people will be interested in playing it now.^^
Nice fixes. The game deserves to be played. I hope much more people will be interested in playing it now.^^
How to make a demo
The first thing you said:
"First of all, let me start by saying, you should probably never make a demo."
still makes me wonder why you wrote an article on "How to make a demo" in the first place if you're so against the idea of making a demo.
In fact, the article is called "How to make a demo", but you're not actually explaining how to create one, you're merely listing all the possible reasons why someone should, or should not (mostly), make a demo.
I also don't agree with this statement:
"The demos are relics of the past what with internet being stock full of information that you can already give great idea of your game, without playing a single second of the game by simply using youtube alone. "
I mean, yeah, watching a gameplay video can, alone, prove useful to have an idea about what kind of game you're gonna play.
But that isn't always the same thing as actually playing the game. What if, for example, there's a noticeable input lag when you're playing? That's a really bad issue, but you won't notice it just by looking at gameplay videos (for obvious reasons).
What if the game looks boring when looking at it through a gameplay video but then when you're actually playing it it draws you in and never lets you go? That's another thing that should be taken into consideration. It's important. If a game manages to draw you in through its gameplay, that alone is one huge plus.
I much prefer playing a game in order to judge whether it's good or not, especially when it comes to games made by people of communities like this one, as it's much more useful for them to have feedback based on proper "playthroughs". Gameplay videos, LPs and stuff like that almost never deliver the same kind of experience, I assure you. It's still useful to watch those, though, yeah.
Also, the article itself concentrates too much on the "commercial" aspect of a game.
RMN is a place where developers share their creations to get feedback in order to improve. A demo, a beta, whatever you wanna call it, may help the developer getting very useful feedback in order to improve the final product. Free product or not, it doesn't make any difference. I think it's stupid not to make a demo just because you wanna make a free game, as getting early feedback is ALWAYS useful, especially if you're going for really complex game mechanics.
I agree that episodic formats may be just as useful in order to gain feedback for the reasons you've listed, although I don't agree that these benefits are true for episodic formats alone, as these reasons are very true for demo formats as well, imo. And yeah, episodic formats may prove useful for gaining fans and keep them interested in the story.
I also agree with the "don't make a demo too early and too long" part (small prototypes will do).
And please, resize that Sonic image a bit. xD
"First of all, let me start by saying, you should probably never make a demo."
still makes me wonder why you wrote an article on "How to make a demo" in the first place if you're so against the idea of making a demo.
In fact, the article is called "How to make a demo", but you're not actually explaining how to create one, you're merely listing all the possible reasons why someone should, or should not (mostly), make a demo.
I also don't agree with this statement:
"The demos are relics of the past what with internet being stock full of information that you can already give great idea of your game, without playing a single second of the game by simply using youtube alone. "
I mean, yeah, watching a gameplay video can, alone, prove useful to have an idea about what kind of game you're gonna play.
But that isn't always the same thing as actually playing the game. What if, for example, there's a noticeable input lag when you're playing? That's a really bad issue, but you won't notice it just by looking at gameplay videos (for obvious reasons).
What if the game looks boring when looking at it through a gameplay video but then when you're actually playing it it draws you in and never lets you go? That's another thing that should be taken into consideration. It's important. If a game manages to draw you in through its gameplay, that alone is one huge plus.
I much prefer playing a game in order to judge whether it's good or not, especially when it comes to games made by people of communities like this one, as it's much more useful for them to have feedback based on proper "playthroughs". Gameplay videos, LPs and stuff like that almost never deliver the same kind of experience, I assure you. It's still useful to watch those, though, yeah.
Also, the article itself concentrates too much on the "commercial" aspect of a game.
RMN is a place where developers share their creations to get feedback in order to improve. A demo, a beta, whatever you wanna call it, may help the developer getting very useful feedback in order to improve the final product. Free product or not, it doesn't make any difference. I think it's stupid not to make a demo just because you wanna make a free game, as getting early feedback is ALWAYS useful, especially if you're going for really complex game mechanics.
I agree that episodic formats may be just as useful in order to gain feedback for the reasons you've listed, although I don't agree that these benefits are true for episodic formats alone, as these reasons are very true for demo formats as well, imo. And yeah, episodic formats may prove useful for gaining fans and keep them interested in the story.
I also agree with the "don't make a demo too early and too long" part (small prototypes will do).
And please, resize that Sonic image a bit. xD
Generic Introduction
Hello and good evening everyone!
SPLASHART_1R2RID.png
author=OzzyTheOneMoar coming soon, just ya wait!author=DyluckCouldn't have said it better.
Very nice artwork!
Thanks, Ozzy!^^
COVER_ART_1.png
author=Dragnfly
I can't help it. I'm weak:)
Seriously though, if you think it'll hurt people's opinion of the game just say the word and I'll delete the picture.
Oh no, no problem at all, I find the picture really funny! XD
COVER_ART_1.png
COVER_ART_1.png
COVER_ART_1.png
author=OzzyTheOne
The hype for this is real! At least for me ^.^ really looking forward to it!
Eheh, thank you, bro! ^^














