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Soma Union
We'll restore our world... together!

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Wrong aspects in the game industry, and possible solutions

By 2025 everyone will just make games and nobody will actually play them anymore.

Dev Log #11: Chapter 3 completed! The final stretch approaches!

author=Terranigma23
Wow I didn't know you were working on a sequel of Soma Spirits. I suppose the game will be on Steam like Soma Spirits ?

Hey! Glad to see you're looking forward to it.

Soma Union isn't being developed with a commercial release in mind (it will likely be a pay-what-you-want title) so right now my plans are to release the game on at least itch.io and RPGMaker.net, but the game may see a release on Steam as well.

The Game is Dead, Long Live the Game

I'm not sure if this will solve your particuar problem, but the Steam version of VXA has cloud functions for its Steam Workshop integration, and I find that it causes a lot of unexplained headaches with project management so I highly recommend disabling it entirely.

If you're not using the cloud saves for anything, you can try turning it off through Steam by going to App Info > Betas > Original Version. This will make your copy no different than the vanilla version of VXA that you can get through RMWeb.

How to avoid becoming precious with an early project?

author=Aegix_Drakan
It's done. Done but imperfect is better than perfect but never released

Highlighting this because I think this is important for newer developers:

Regardless of how far you intend to go with game development, whether you want it to be a career or just a hobby, one of the most important qualities ANY type of content creator to have is the ability to finish projects. Even if it's just jam games, or smaller games to build up to something, having a track record of finishing what you start will help establish you as dependable.

Having a reputation for making AND delivering is huge and will help set you apart, and people will start to say "Hey! A new project by so-and-so. Can't wait to play it!". Heck, you really don't want to be one of those devs who has had the prettiest-looking test room for three years. Because while stuff like that is nice to look at, people will start to realize that the game is probably never coming out.

(I could go into why you shouldn't design a game around quick bursts of social media appeal but that's for another day.)

How to avoid becoming precious with an early project?

The real secret is to never make anything.

One of the best ways to avoid falling into an "early darling" trap is to not use the big game that inspired you as a template for your first project. Or maybe even the second or the third. You might say "Wow. Earthbound inspired me to make a game. I want to make something just as impactful as that. I'm gonna do that right now!"

Don't do that right away. Let yourself realize that you're going to have a honeymoon period with game development and if you spend it trying to make your big one right out of the gate, you're going to burn out fast. Understand that there are MANY steps that you have to allow yourself to take.

If you want to make a 20 hour games, let yourself make a 2 hour game.

If you want to use all custom assets, let yourself make a game with the RTP to learn how the engine works.

If you want to make a great big Kickstarter game and get all those yummy social media numbers, let yourself make smaller games first to build yourself up (and avoid being another kickstarter disaster story).

Weird and Unfortunate Things are Happening

It can be easy to feel pressured to "go big" nowadays in the social media age, where a lot of people are focused on advancement, but I think it's still perfectly okay to make a thing for the sake of making a thing.

But I think the key thing about WAUTAH is that it's been very successful on its current platforms through word of mouth and serendipity. You haven't had to aggressively push the game on social media or artificially boost its popularity to get people to play it: it speaks volumes about the quality of a game when it can find its audience and spread itself passively like that. WAUTAH has already had a proven ability to manage itself and I think that would still hold true on other platforms, too.

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Effective immediately I am giving Liberty a 15% pay raise

Sometimes I wish I could like things.












Liberty liked this post.

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What a great dad.

Heartbreak + Setbacks

I'm glad the damage wasn't worse than that. And super excited to see you get back into this!