20 Matching Annotations
  1. Nov 2022
    1. name Projec

      Project description

    Annotators

  2. Oct 2022
    1. Fable Legends was a MOBA-Esque player-created dungeon crawler, where heroes could "queue" for villain created "quests" and if the villain was defeated, the heroes would be awarded both gold and experience.

      Fable

    1. When people first see your Twitter, without even having to scroll down, they should knowThe name of our Game (make this your Twitter tag, not your company name!)Gameplay footage of our game pinned to the top of the feedOur unique selling point/elevator pitchWhat our logo looks likeWhat genre the game isWhere our Discord isWhere our Patreon isWhere our Facebook isOur email address
    2. Try and think of something catchy that’s easy to remember. Don’t make your name too long or confusing.
    3. I have seen games in the past that have used a generic word and then found it impossible to find their game, even when I was actively searching for it
    1. I joined a game dev company and quickly learned the ropes of (Unity) game development from professionals. Like you said, most online tutorials are aimed at beginners

      Learning game development from professionals

    1. Learn the fundamentals of the field, like value propositions, price anchoring, antes vs drivers, etc
    2. Price is deceptively difficult to get correct, especially when you start talking about microtransactions, but is solvable with competitive research
    1. You bring up a really good point. It's important to reach out to Youtubers who are specifically interested in the type game you are making while having a small enough following to actually pay attention to you

      Reaching out to a streamer who streams similar games to ours

    2. First of all focus on where your potential "clients" are. Try to sketch'em and list their habits. We call it the Buyer Persona

      Finding the buyer persona

    3. don't try to be everywhere, keeping up with accounts/channels, etc that don't do much

      Advice to not open up too many social accounts

    4. Ok, so that's clear, but knowing your audience is more than people playing games similar to yours. It even goes beyond demographic data. Really understanding what makes them tick, or developing a persona

      Marketing

    1. GO SMALLER UNTIL YOU CAN FINISH IT. If you're still struggling to finish you haven't reduced your scope enough in all three of the above areas
    2. It's always easier to practice skills on their own than within a huge project where they will make or break the game and there are 16 interactions for everything you put into the project
    3. Before you start developing a game for commercial release, you should already be confident that you can execute every major part of the development process.
    4. And that difference is all about scope. If there is one thing you need to think about when starting a game project, it's scope.

      Game development

    1. from experience, gamemaker does a phenomenal job with making simpler games that perform how you want it to, without having to worry about extra things that may not pertain to the kind of project you wish to make. you can think of gamemaker as more of a blank slate, and you add what you need versus unity being more general and having a lot of components and tools that you most likely won't have to use.
    1. Create a user journey storyboard to clarify what your players do in each play session, what types of players are playing your game, their daily or weekly gameplay, their environment, and the community behaviors you want your players to embody.
    2. Designers will often fixate on a mechanic without figuring out the core loop, but understanding what systems you want your players to go through will help you understand what features to focus on, and which ones can be postponed or even cut

      the game dev