Game
Spaceslingers
4 years ago

YouTube
https://www.youtube.com/watch?v=HI1SVa2dUmQ
youtube.com

A little while ago I decided that I'm going to be putting this game on Steam when I'm done. A couple of reasons for this:

  1. I think it's a pretty neat little puzzle game and I've put a lot of work into it, especially graphically, which is a rarity for me.

  2. It's a good dry run for any more ambitious projects that I might want to put on Steam later on, I can learn the Steam ropes with this and hopefully earn enough to get back the Steam fee for this and get some extra to pay for the Steam fee for the next project I might want to upload there.

  3. The relatively small scope of this project means that I'm not investing huge chunks of time and then being desperate to recoup that in some form.

  4. I've never really released a commercial project before and I think it'll be an interesting experience, regardless of success or failure.

That's the main reasons at least. So over roughly the last month I've been delving deep into the act of setting up a Steam page and working functionality into the game so it can talk to Steam. It's been an interesting and cool process (seeing the Steam popup in the corner of the game for the first time was quite a feeling). The majority of the time though, I've literally just been making additional media and not really working on the code that much. There's roughly 4 million different images you have to upload to Steam (perhaps a tad of exaggeration there, but still, it was definitely a laborious process) and these images are all in various sizes that are not quite compatible with each other, making resizing and rejiggering a pain.

Then there was the trailer...Oh, the trailer. This was by far the biggest pain in my arse. I haven't done any video editing really and it was quite a steep learning curve getting comfortable with how everything works. On top of that I started with an editing program that ended up being broken in a hidden way (intentionally broken by the company that owned it because a new version had been released and they clearly wanted everyone to upgrade), so about three quarters way through the project I had to restart in an entirely different program and relearn everything coming from that programs perspective. But I soldiered through and eventually came out with a little trailer. It's not perfect, but it's as close as my currently shallow skills are going to allow.

I'm interested in some feedback on the video, is there anything egregious that I might be missing? Does it excite you? I was trying to strike the right balance between "showy" and not lying about what the product was and I think I got there in the end, but I'd be interested in hearing from both people who've played the game and people who haven't what the trailer says to them.



0 comments

Loading...

Next up

You can't see them and they can't see you until they're in your LOS. Step 1 in adding enemies to Wifinite Space is complete (Step 2 is everything else).

Play the #OperaGXGameJam version here: https://gamejolt.com/games/wifinitespace/637900

Anyone feel like checking out my Opera GX Jam submission? Would be swell to get a few more eyeballs on it =)

https://gamejolt.com/games/wifinitespace/637900

#operagxgamejam

And now there's an information desk. See what active tasks you have and all the information you need about them, as well as a few stats relating to the ship and players.

A mock-up of a concept I'm toying around with in the back of my head.

Built a lighting system that supports hundreds (maybe thousands? I haven't tested) of shadow-casting lights, with post-processing applied, while maintaining FPS in the multiple hundreds. Purty, I think.

Implemented another event type. Only three more to go and the events are complete...

Views successfully wrangled in HTML5. Now to actually start implementing mechanics...

So I've been creating an extended version of my #OperaGXGameJam entry (play it here: https://gamejolt.com/games/wifinitespace/637900) and...well, here's some procedurally generated asteroids you can mine for minerals...

Tutorial - Creating Sweet Particle Effects in GMS2

Learn how to create your own unique and interesting particle effects here: https://spaceslingers.wordpress.com/2020/08/04/tutorial-particle…