SLASH'S PROFILE
I make video games that'll make you cry.
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Eve does the thing that is drawing
Oh wow, I really dig the style for Magnolia! And your colors for the tumblr stuff are great. Very cool :D
What are you thinking about? (game development edition)
I think either would be fine! My base rule would be that if the game requires you to play around precise numbers often, you should give the players precise information to work with. But, if battles in your game aren't usually decided by just a few HP, "Cures light wounds" would be simpler and work just as well.
FF7 remake. It's a thing.
author=kentona
"Quick, we need to figure out a way to double the profit on this game!"
"How about... artificially splitting the game into Episode 1 and Episode 2?"
"BRILLIANT!!"
I expect Hero's Realm II Jr. to be at least 5 different episodes.
Help Char build a PC
SSDs are nice if you can get one for a reasonable price. If you install your OS and any heavy programs that you use often (Unity, Maya) on it, you'll see huge differences in boot times and intensive operations. I didn't have one for a long time, but now I'm spoiled by 3 second boot times :D
Help Char build a PC
RAM is easy (and cheap) enough to upgrade later as well, for sure. I have no trouble running Unity & Maya with 8 GB, although if you start doing a lot of heavy rendering in Maya you may want more... and / or a second graphics card.
i didn't even want the ff7 remake anyway (cries)
An episodic set up makes a lot of sense for this game. With each release, FF games have been getting more graphically intense, but they've also been getting smaller - less unique areas, etc. FF7 could be huge because of the clever stylized shortcuts they took, like using pre-rendered backgrounds.
Five years ago Square-Enix was saying that an FF7 remake would take over ten years to make, if they did it in the style of FF13. Splitting it up makes sense - it's probably going to be an enormous game.
I am wondering how they're going to keep things exciting after Midgar, though. When you start chasing Sephiroth halfway around the world, the original slows down a lot. But, with what they've shown so far, it looks like they're really on-board with totally re-envisioning the game, so they probably have solutions in mind. It's already a cash grab - they're capitalizing on something they know people will buy. Same with any IP, right? - just look at half the Zelda games out there. I'd way rather have a totally new look at the story and action over the same exact game with newer models.
Five years ago Square-Enix was saying that an FF7 remake would take over ten years to make, if they did it in the style of FF13. Splitting it up makes sense - it's probably going to be an enormous game.
I am wondering how they're going to keep things exciting after Midgar, though. When you start chasing Sephiroth halfway around the world, the original slows down a lot. But, with what they've shown so far, it looks like they're really on-board with totally re-envisioning the game, so they probably have solutions in mind. It's already a cash grab - they're capitalizing on something they know people will buy. Same with any IP, right? - just look at half the Zelda games out there. I'd way rather have a totally new look at the story and action over the same exact game with newer models.
i didn't even want the ff7 remake anyway (cries)
I think my favorite part of the trailer was

Jet Black doing the voice of Barrett
But yea, an action RPG will be cool! The battles in FF7 weren't the memorable part of the game, for me. Planning your team with Materia was fun, but I'm sure they're going to have that for the remake too, considering how integral it is to the plot!

Jet Black doing the voice of Barrett
But yea, an action RPG will be cool! The battles in FF7 weren't the memorable part of the game, for me. Planning your team with Materia was fun, but I'm sure they're going to have that for the remake too, considering how integral it is to the plot!
Pictured here: Construct 2's actual ad campaign http://imgur.com/a/iei3Q
Words flow from me like water down a mountain stream.
How do you generally market your game?
Not well enough, myself! I'm starting to realize (and hear more and more) that, if you're trying to expand outside of a niche community like RMN, and especially if you're trying to make commercial games, you've gotta put significant effort into marketing - the same kind of effort you put into the game itself. It's unfortunate because talking about your game can be a lot of work, especially if you're shy, and you've already got enough to do as a gamedev!
Promoting yourself via social media is good, of course. Finding niche areas that your game might fit into (and people into that niche!) is a good plan! Plus, just being honest and earnest and passionate about your game, the things you love about it, the things you're doing with it - I think people like to see that from indies.
I did send out a couple of emails when I released It'll Look Great on Your Resume, and I did get a decent response to it! I don't know if it was the emails or just luck, but it ended up on a couple sites, got quite a few Let's Players, etc. It might behoove you as a dev to keep track of Let's Players, reviewers, game critics, and others who are interested in the kind of game you're making, and send them an e-mail when you release it! Something short, personal (not copy-pasta), with a link to a promo vid or some screenshots, a link to a download (or a download key), etc. From what I've heard from reviewers, that's the sort of thing that gets their attention. They're always looking for new stuff to review!
Promoting yourself via social media is good, of course. Finding niche areas that your game might fit into (and people into that niche!) is a good plan! Plus, just being honest and earnest and passionate about your game, the things you love about it, the things you're doing with it - I think people like to see that from indies.
I did send out a couple of emails when I released It'll Look Great on Your Resume, and I did get a decent response to it! I don't know if it was the emails or just luck, but it ended up on a couple sites, got quite a few Let's Players, etc. It might behoove you as a dev to keep track of Let's Players, reviewers, game critics, and others who are interested in the kind of game you're making, and send them an e-mail when you release it! Something short, personal (not copy-pasta), with a link to a promo vid or some screenshots, a link to a download (or a download key), etc. From what I've heard from reviewers, that's the sort of thing that gets their attention. They're always looking for new stuff to review!














