Tuesday, May 23, 2017

Indie games marketing tips

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I'm only an hobbist in indie game developing, but I've learned some things that works and not works on game marketing, so I'm here to share with you my toughts.

1. No one care about your game

Nice, no ? This is the reality. Many blogs, website, game companies, people around the world are building game better than you. So please, stop follow them. Make a game you like to play and care about it, because no one will care about you game, other than you and if you are lucky, some of your friend.

2. Twitter, Facebook.. forums!

Best feedback in all these years came from forums. Any really feedback/tip/idea came out from a twitter or facebook discussion, because these plaftorms are yoo much flooded about games, news, and all the univers. You have to work and find a niche. A forum where you want to share and partecipate in helping others. My choice so fare is Java gaming forum, Tigsource and Roguetemple.

3. Distribution plaforms

Make it easy for players to download your game! I've used google drive, dropbox, github, gamejolt and Itch.io and I really don't care about the plaform where I can distribuite my games.. it's more important to reach more players as possible.. or do you think anyone can find your blog and your game? Double luck ? Too much I suppose..

4. Free and opensource

I believe that as hobby, game developing must break barriers for users: money is the first one! Believe to sell your indie/side project on steam greenlight or other plaforms is .. not right. I believe more in creating connections with players and not get their money! It's more fair to develop a proper game, not a demo or a alpha/beta version, playtest it with many players and AFTER ask money.

And what about opensource ? Some of my games are opensource on github:

Some are experiment, some are games I've worked quite a bit on, but all can be downloaded, compiled and run. Why? Because when I started in developing games, find some sources to study and learn from was really difficult!

Tuesday, May 16, 2017

Procedural pirate map

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A treasure ? Where ?

I've found inspiring the Procedural pirate map monthly challenge on reddit, because as usual, folks surprise me with multiple way to solve a problem and use procedural generation in a unusual way.

Some highlight from this quality collection:

  • Scallywag: source and demo , I like so much the colors ( see image on the top) and shapes, a great work!
  • Lost heaven pirate map: blog post, a nice explanation about tecnique behind the project, well done!
  • Polygonal map generation: blog post and demo, not pirate-related, but IMHO, the best explanation on how it's possible to generate a great island using Delaunay triangulation ( I've used this tecnique to build a galaxy in Galaxy Artifacts)

Thanks guys! So much inspiration for future works! Amazing!

Friday, May 12, 2017

A droid story: from desktop to android

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Today was a really productive day!

I've been able to add android support for my game "A droid story", thanks to libgdx awesome support on that side.

The roadmap was really simple, after initial setup:

1) create a new project with android support

2) move all source file into new project

3) compile & run

The pain point here is the support for touch on android device, in particular my game was keyboard controlled, so add a new type of input was a learning path.

First I studied the api on that side, found an example and build an "invisible" interface, so the player can move the little droid without any controls on screen. The result was.. not so nice in my opinion! Mainly because the input was strange and not so precise.

So I switched to a more clear interface with button on phone screen and after realize that reinvent the wheel is not the right choice, I've opted in use the ui buttons to do the dirty job.

the result on my smartphone

As you can see the result is just a starting point, but works! I'm happy also on support for the back button, something easy that every android developer should consider for theirs apps!

More info ( and a runnable build) soon, after some tests!

Tuesday, May 9, 2017

A droid story - updated to version 1.3

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Hello everyone!

A small droid, traps and a teleporter: what can go wrong ?

 I'm back on a droid story with version 1.3, here the changelog:

  • fixed music problem, now music works!

Game require java to run, so install it and run the jar in the zip file here:

Play it now ! 

Or you can play it also on:

Tuesday, May 2, 2017

A droid story - updated to version 1.2

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Hello everyone!

A small droid, traps and a teleporter: what can go wrong ?

 I'm back on a droid story with version 1.2, here the changelog:

  • added transitions between levels
  • added level selection by user request

Game require java to run, so install it and run the jar in the zip file here:

Play it now ! 

Or you can play it also on: