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#game development
devsgames · 2 days
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Bombing!! 2: A Graffiti Paradise Available Now!
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Bombing!! 2: A Graffiti Paradise is a game I made by myself where you can paint on anything! 8 Levels to paint and explore, a wide selection of paint tools, and plenty of things to paint on!
You can buy or wishlist the game on Steam here!
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nightmargin · 2 days
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You can now wishlist Margin of the Strange on Steam
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leoneliterary · 1 day
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I really like the idea that our MC can keep their stuff under lock and key. I know that it’s probably more mild than what I have in mind, but the scenario I’m thinking of is:
Desma: Hey! Grab me some of your spare saws for this job!
MC: Sure!
*unlocks a hidden box behind vase with a key*
*uses key from box to unlock a hidden box beneath the bed*
*uses key from box to unlock second hidden box beneath the bed*
*uses key from box to unlock a hidden box behind a shelf*
*uses key from box to unlock the second lock inside the hidden box*
*uses key from box to-
Bahahahahaha!!!
Desma is probably so used to it that she doesn't even bat an eye. But you probably shouldn't let her grab your stuff on her own, or else you'll walk in on her banging a box on the ground.
I'm imagining someone from the Jackals trying to rob your MC and just giving up. Steve got stuck at the hidden under the bed box and had to break the bad news to Sutek.
Steve: I can't figure it out. No, boss, you don't understand!
Sutek: How many times do we have to go through this?
You use the key to unlock the hidden box behind the vase with a key.
The key from the box unlocks a hidden box beneath the bed.
Then use the key from that box to unlock the second hidden box beneath the bed.
Then-you know what, I'll do it myself.
(Sutek doesn't think it's weird that he knows that. It's called know thy enemy. It's not weird...)
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glugslove · 2 days
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Prototyped a potential puzzles for my magic puzzle game
In this puzzle the player has to hold both buttons down to open a door.
So I tried duplicating the player and altering each players perception of time to line them up to the buttons
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zombeebunnie · 2 days
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Trembling Essence:💙Background + poll results💙
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Hello hello and welcome new followers! :]
Firstly I just want to say a very big thank you to everyone that participated in the poll I did last week, I was really surprised but happy with the results and responses! This will help me a lot moving forward! :,] If you missed it and would like to say which route you preferred feel free to comment!
Anywho, this week mainly focused on art practicing again but I did work on the game and managed to get my bearings even more!
Here is the new background for the start of the game:
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This took a long time to draw up since I sketched out the background instead of looking at references this time. Once I got a basic idea of how I wanted it to look it felt.. too empty and flat. At first I couldn't figure out why until I added more shrubbery and grass. After that I started adding the trees and then added a few more to give it depth and adjusted some of the coloring. So far the immersive symbolism I'm going for is slowly coming together! Since it just finished raining where you're located I tried to give the background the illusion of looking tolerably humid but slowly getting colder over time with a hint of decay in the distance. This is a better look of the dreary foreboding atmosphere compared to the "fairy-forest" from last week. >:,] It took a while but I also added a parallax effect here and optimized the images to save space. I kept getting an error when it came to the middle ground so I had to find and fix the problem which delayed things. I don't have a video to show it in action but maybe next time. I do want it to be known again that these automatically happen and don't follow the cursor. :,,]
Here's a sneak peek of the new choices you can do when you're in this area now. >;]
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This part required a lot of brainstorming before I figured out how I wanted the explorative part to go. This was originally going to go a different way completely but a particular day caused me to just scrap it and start everything over. I have a very solid idea on how I want all of this to go better than ever so I can't wait to show some of the new areas! I didn't expect this background to take as long as it did to draw up but hopefully next week I'll have more done!
Progress doodle layout:
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Since certain endings are being changed I thought it would be cool to animate a progress layout to visually show how everything is going! It shouldn't take too long to finish this section up since I already have a foundation laid out.
Noah's sprite sheet update:
As far as Noah sprite sheets goes, it's still in sketch mode and I haven't messed with them yet since I've been practicing. :,,]
There are some old drawing prompts I wrote down and sketches that I'm still doodling up behind the scenes so hopefully I can get to them at some point with some attached lore. :,]
Q&A / Ask box is still open:
If you have any questions about Trembling Essence/Noah feel free to ask here please. This makes it easier for me to see and answer accordingly! I would really like to hear from you guys!
Thank you to those who have sent in asks after everything got reset! I'll try to get to them when I can along with the ones that come to mind that got deleted. I just need time to answer since I like to respond with doodles/drawings as practice. :]
Overall that's everything I have to share so far, thank you guys for your continued encouragement and support through all of this, I wholeheartedly appreciate it! :,,]
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molegato · 2 days
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You gotta go on an adventure with these two little weirdos, what do you use as a grappling hook? 🐸🐍❓
(You can totally go on an adventure with them soon when Frogun Encore launches!)
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prokopetz · 2 months
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The constant rolling disaster that is Overwatch's game development aside, what really perplexes me about how Blizzard is handling the broader franchise is their continual insistence that a canon narrative exists in spite of their equally continual refusal to tell anyone what it is.
Like, okay, the events of the games aren't canon. Fair enough: the games are multiplayer-only, and you can't account for player actions.
Oh, and the animated short films aren't canon either – they're properly understood as in-universe propaganda, not depictions of actual events. That's a little high concept for you guys, but fine.
But surely the comics are canon, right? Well, no; some of the comics (we're not telling you which ones) were canon at one point, but the writing team has decided to go in a different direction.
My dudes, what is left? The weird Source Filmmaker porn? Is that canon? Well, apparently it's at least as canon as anything else!
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destined-productions · 6 months
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I am a solo indie dev trying to overcome my anxiety and actually let people know my game exists. It is a cute physics based game where you are the level.
I love making this game with passion and I am so excited to share it with the world, but somehow I need to let the world know. Unfortunately the way steam works is the more wishlists the more visibility, so if you are interested it is super appreciated :)
Wishlist on steam or visit the website to find out more mightymarbles.com
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dragoneer99 · 8 months
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genuinely, i think we're heading for another video game crash. Triple A games are continually abusing workers while putting out lower and lower quality games at higher and higher price points. Consoles and gaming pcs are approaching the same price as a used car, for games that take up 90% of the memory because they're so poorly optimized.
the constant grind for new games or new content for previous games is quickly becoming annoying and underwhelming, we already have constant complaints about the new day one patch system every game release seems to come with. more and more games are just endless remasters and franchise sequels instead of anything new.
and now unity wants to charge developers for every install
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beekeeperspicnic · 5 months
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Ok you guys are going to think I'm making this up as a joke, but I've genuinely been trying to troubleshoot this for the past hour.
I've programmed Holmes and Watson to walk to these coordinates and sit down
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And in my game development engine, I have tested what this will look like by manually moving the sprites to those exact coordinates.
It should look like this:
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But whenever I run the game and test it they keep sitting like this:
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I swear I'm not making it up, "Sherlock Holmes and Dr Watson keep kissing and I don't know why" is a genuine game development conundrum that I am dealing with.
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treasure-mimic · 8 months
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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devsgames · 1 day
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"Is Tumblr Blaze Worth It For Promoting My Indie Game?" - a Postmortem
Lately I've been thinking about marketing and promotion of my games and wanting to explore new avenues. Tumblr Blaze was one of those things I wanted to dip my toes into a bit to understand how it works and if it has potential for advertising my sort of stuff. Like as not, there's no point in making games if nobody actually plays them after all!
Conversely I have also heard bad things about Tumblr Blaze; that it's not very targeted, the reach is fairly limited, and people on this site generally hate anything that is Blazed to them.
I wanted to test all these waters a bit to see if it's something worth investing in, and share what I found for my own benefit and the benefit of others. Finding various info on topics like this for indie dev can be a pain, so why not share my findings?
The Plan and Goal
While Centauri Dark is still in development and is the thing I actually want to advertise more of right now, Bombing!! 2 is already out and is much more marketable with some cool art made by community members. I think as a first impression it tends to show well, so I decided to make my test post with that to get exposure to it and see how it goes.
My goal was mostly to see what a Blaze post does for advertising a launched indie game and how much "eyes on" it actually gets in terms of actual engagement.
Posting
From the outset I knew I wanted to make a post that 1) wasn't annoying to people just looking at the webbed site 2) featured a call to action of some kind I could measure 3) wouldn't break the bank.
Here's what I came up with:
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The intention was to flash some cool looking art to grab their attention, explain what they're looking at, and then link the game a couple of times while mentioning "Buy or Wishlist" for good measure as a call to action.
Since Bombing!! 2 is such an art-forward game, I found the coolest art pieces made by community members that felt the most "Tumblr" to match the audience, and would also show off the range of art you could make in the game. I also wanted to make it personal, like me writing a message to whoever would read it instead of something that sounded like a standard ad. Generally I think it was a fairly reasonable little post that catches some interest and doesn't overstay too much of a welcome. What I think also helps is it's explicitly a "hey this might interest you" sort of framing (as opposed to a more "why am I even seeing this" sort of post you tend to get from Blaze sometimes).
I also think it's worth emphasizing that writing a posted explicitly intending to be Blazed was a much stronger approach than just Blazing some random post I had made for my own followers months ago, because I could align it to my promotional goals. It also assumed that random people on the Internet would be the ones seeing my post, and not the followers and friends who already know me and my work.
Blazing
As I looked into Blaze early on there was actually a few key things I wasn't fully aware of about the system.
It guarantees a minimum amount of views
It guarantees it will be Blazed for a minimum of 24 hours no matter how many views
You pay a single base rate for the whole campaign (great compared to some ads which tend to price based on views/engagement).
You can define an audience explicitly (some info that was floating around lead me to believe this wasn't the case).
Campaigns come in a few amounts:
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I paid for the 2nd tier; $17 USD for a campaign, which amounts to $25 CDN. I wanted to go a little more into it than the lowest tier offered, since I figured the lowest wouldn't give me as much data as I would've liked and I wanted to know what to reasonably expect should I decide to do it again in the future.
Since Bombing!! 2 sells for ~$20USDI also figure if the Blaze campaign prompts at least two people to buy the game then the Blaze would have paid for itself.
Blaze lets you use tags to define which audiences you want to reach. Unfortunately it doesn't let you view that data after you've applied it, but the tags I chose were generally anyone who spoke English and has an interest in Digital Artist or Video Game circles.
The campaign ran for 24 Hours, starting yesterday and ending today.
The Results
I definitely noticed a sharp uptick in engagement during the campaign! It hit the target audience of ~7k around one hour into the campaign, after which point I noticed engagement take a sharp decline.
Here's the Blaze campaign analytics provided by Tumblr (which was also very helpful to have):
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So it seems ~12.5k views from Blaze, ~370 likes, ~80 reblogs, 5 shares elsewhere. The post itself has ~520 notes, so I assume there's some reblogging and liking happening from beyond the Blaze campaign that isn't pictured here. The good thing is that despite having reached its 7k target after only 1 hour, it continued to circulate and be Blazed until 24 hours later. Eventually the post made it to ~12k views overall, which was nearly double the amount promised by the campaign - I attribute this mostly to a strong post/target audience/subject matter and I'm sure it's not standard.
Here's the general velocity of engagement around when the post was Blazed:
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It jumped much more than I honestly expected, but you can tell Blaze seemed to put it in front of people's faces more than my regular posts do. You can see it drops off sharply as I hit the quoted amount as well, back down to the normal amount of engagement I get on Tumblr.
But this stuff isn't really what I was looking for; I was looking for sales and keeping an eye on 'conversions' - or how many users followed my call to action because of the post. Likes and stuff are fine and cool, but how many people bought or wishlisted the game on Steam as a result of seeing the post on Tumblr?
Tumblr and Blaze obviously have no way of telling me this, so I'm looking to Steam to show me changes there.
Here's what Steam shows me happened to the Bombing!! 2 views yesterday:
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That's not nothing! This shows the last month's worth of traffic to the Bombing!! 2 page, and that number was at least double yesterday as it was regularly. It's very cool to know a number of people did actually click through to the game page in order to view the game from the Blaze post.
But the real REAL question is how many bought or wishlisted the game because of this post?
I'll start with Sales, on a graph of 1 month of data:
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Flat line :( Which is fine though, as the game wasn't on Sale and was just reaching people for the first time. I didn't honestly expect any immediate sales from this, and was more focused on other engagement anyways. Honestly I would be surprised if someone saw the game on a Blaze post and bought it immediately. I mean it's good but it's probably not THAT good!
Now to Wishlists, which can be a good indicator of who might likely buy your game in the future. Basically if someone has added a game to their wishlist, there's reason to believe they might buy it in the future, which is good for your game.
Here's the Wishlists for Bombing!! 2 from the last month:
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That's 23 Wishlists in one day! That's roughly ~18 Wishlists more than an average day!
It's hard to know if some of these are because of the post or just a statistical fluke. However, when compared to previous trends on the game page that's quite a noticeable difference. It means even if no one bought it now, they were interested enough to add it to their shortlist. Looking at it another way, if two people who Wishlisted decided to buy the game in the future the campaign will have paid for itself.
Conclusions
I think like any advertising if you go into it with a plan in mind and try to build something around a specific action, Blaze seems pretty worth it to me especially if I just want to get eyes on something. On top of the obvious data telling me people were interested in the game, there was a few folks who just plain complemented the game or acknowledged it 'was the first Blaze post they were actually interested in', which felt worth it in it's own qualitative sort of way.
I think having an idea of the message I wanted to send really helped, and I'm sure I'd happily do this again with a larger audience and another plan (and probably will do it for when Centauri Dark releases).
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melblur · 8 months
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In case you're wondering how the Unity Engine subreddit is doing right now:
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leoneliterary · 1 day
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I thought about how you could use healer kid whose name I forgot (sorry --Galli??) talent to make stones look like gems. Legal ways to make a bit of money. And I thought of performance costumes. Even non dancer MCs have contact with the Silken Sands, I bet. And having costumes with real gems might just invite unwanted attention, protection or not. but if you have the performance costumes adorned with just stones? they're worthless to steal, but you could make them look like gems for the performance itself a couple hours every evening or for however long the enchantment lasts. Likewise if you do want to scam gem merchants (it would only work once, probably, but some are maybe just visiting? do keep track of which ones you approached at least, since they talk to each other) and you mix pretty, normal and worthless stones with gems, make it seem like an inheritance that you can't acclaim and sell it to the merchant whole.. instead of believing the gems turned into stones, if there were normal stones in there to begin with they might think someone messed with the inventory instead or something similar. Mix in a couple low quality real gems, to confuse the issue and it becomes a matter of ratio not whether the gems were real in the first place. And I feel like higher end jewelers might know something about fake gems and have protection measures in place. So it'd be middle tier merchants and smaller one time profits (but still profits). Or stupid proud nobles, who'd rather swallow the loss than admit they've been scammed by super ostentatious low price ornaments full of sparkly gems they could get for cheap bc the stupid merchant fell in love with them or they were so clever at haggling. Or just entertained enough to never check the ornament again anyway, bc it was never about that. One more use could be an appraisal scam of sorts, where people bid money on whether a stone is a dud or not. Rule number one though, never show Galli's face, since they're too memorable! Another possible use is to steal real gems and leave the fakes in place so it isn't discovered until way later. So yes. I thought about the applications a little. It was just an immediate throwaway line by MC, but I think that meant they already had a plan or two half formed about that. Still need to gauge what healer kid (or not a kid, but not that old yet, either) would be comfortable with. Scamming already struggling low tier merchants might just be too mean.
Charcoal, I always love reading and re-reading your asks and comments because they're always so insightful!
You're not wrong about being able to incorporate Galen/Gally into your plans. Especially with his new friendship with Asfia. But first you'll have to learn a little more about him.
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auranym · 1 month
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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boggsart · 1 month
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I’ve decided to post all of the progress here as well, not just on instagram. Some people have asked to be tagged once I post some progress, but I can’t remember who they were. So if you wanna see future progress, let me know and I’ll tag you!
This one may not look too different from the previous one, but nothing really turned out the way I intended to.
The colors, the textures, the focus, the sounds, the camera, everything just seems so off, and oh boy the animation… this is the result of rushing and not knowing what I’m doing, just inserting keyframes, tweaking the graph editor and hoping for the best. So maybe signing up for this project wasn’t a great idea after all lol. Plus the datapad’s not even fully textured, you can literally see where I started adding details on the front, then for some reason I just left off lol
One thing I’ll definitely work on in the future is the menu itself, because if this project is for a graphic design thesis, then I might as well try to make the only thing that has something to do with it look more presentable. I’ll definitely be changing up the fonts, and I have some other ideas for the background as well.
But for now, I’ll move on to the remaining 5 character menu animations. Originally there were gonna be 5, not 7. At first I was randomly picking out the characters I wanted to make one for, then I realized, it’d probably be best, if each squad got one animation. The 501st gets Rex, the 212th gets Cody, the CG gets Fox, the 104th gets Wolffe, and the 241st gets Tukk. CF99 got Hunter but I really wanted to make one for Tech as well, since modeling and texturing him took the longest 💀
Once all of that’s done, I can finally move on to animating the trailer video. Which I’m terrified of, but oh well lol
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