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Vertical City - an Action/RPG game in a cyberpunk future

2018.05.23 22:12 Floresteiro Vertical City - an Action/RPG game in a cyberpunk future

Hello guys.
Here we present the game that we came to the development of the semester.
It is part of the final project of course completion I ask the help of all to take the test and give us feedback through the questionnaire that we provide in the link of the Home Screen or unlike Story mode.
Yes, there are 2 modes: Story with a sequence of questions to learn and play the game in the arena, where you earn $ with the keyword from increasingly difficult.
All the a typed the dead will help the project, then reinforce the request of you fill in the date completely. There are few questions. Swear!
We glad on your participation.
Boa tarde, pessoal.
Disponibilizo aqui o jogo que viemos desenvolvendo ao longo do semestre.
Ele é parte do projeto final de conclusão de curso Peço a ajuda de todos para que o testem e nos deem feedback por meio do questionário que disponibilizamos no link da Start Screen ou ao zerar o modo Story.
Sim, são 2 modos: Story com uma sequência de Quests iniciais para aprender a jogar e o outro é o Arena, onde se ganha crédito$ conforme derrota ondas de inimigos cada vez mais difíceis.
Todas as respostas ao questionário irão ajudar a melhorar o projeto, então reforço o pedido de que você preencha o questionário por completo. São poucas perguntas. Juro!
Contamos com a sua participação.
Tarcísio Pontes/Henrique Lima Jogos Digitais - Unicap
#Cyberpunk #Action / #RPG #MadewithUnity #Unity #JogosDigitais
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2014.07.30 17:55 tabledresser [Table] IamA Game Dev that just released a game on steam! AMA!

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Date: 2014-07-29
Link to submission (Has self-text)
Questions Answers
Do you think your game could benefit from co-op multiplayer? And do you have any plans to add co-op multiplayer in the future? Terraria and Torchlight have been two of my most favorite games, mainly due to the availability of co-op multiplayer. On the gamer side of view? the game is a great single player game that they had fun with for many hours (average is like 10hrs up to 40+) But if it had multiplayer it would offer more hours of fun for sure.
On the Dev side of view, adding MP alone would add 3x the Dev time to our schedule. We have one programmer with no experience yet working with MP so it would be atleast a year to learn, re-write the game and implement it. That's a whole year of no sales and costs to live and work. So to justify something like that, we would have to believe that the game would sell a minimum of 3 times or more copies compared to what it would sell as a single player experience.
So that is something we have to consider when making the game. I played Terraria and Torchlight as MP as well and it was great. I also agree that having MP in our game would be good as well, however the financial aspect of it is too much for just the two of us to justify at the moment. We sell a freaken ton of copies and can hire someone who is great with this stuff to work with us to implement such a thing quickly and I would love to have it done for sure.
But right now, I actually know that our game would not benefit from co-op on the business side of things. Which is what feeds me hotdogs and pie so I have to keep it in mind.
Have you ever been in a situation where you feel like giving up on art? If so, what was it like and how did you over come it? I had been like this for about 7yrs now, paying off school loans and all that jazz. But after trying for so long, making a few games that didn't really make any money and having a GF that wanted a bit more of a life then living in a crappy apartment that we were about to lose. I truly considered for the first time in my life giving up. The answer to how I overcame it isn't even a good one for everyone to use cause I feel it involved some luck. I was probably within months of calling it quits when finally someone called me and gave me a chance. L3O interactive hired me to work on their title Horizon and that did several things for me. The money to live and start to catch up, (it wasn't a lot but it was more then retail) It finally gave me a true taste of what it was like to work in a studio was everything I dreamed of. I got my resolve back and won't ever think of giving up again now that I tasted the fruit if you will.
I suppose one of the issues you face selling on Steam is that you aren't just competing against other games for sale now, but also the already purchased games in people's backlogs. Does that put pressure on you to offer discounts or take other steps to attract attention? Well I had never really considered peoples backlogs...however I don't think I'm concerned because the reason most people have backlogs of games, is because they want the next best thing.
However we certainly do feel the pressure to advertise and fight our way up through the flood of games available. To be seen and heard because regardless of how much fun Lantern Forge is,...if no one knows about us, they aren't gonna buy the game.
Sales are a good way to kinda pop yourself back up into being visible again, however I am not sure if that is really gonna boost your sales or just give you a spike and then you drop back down into oblivion. We are trying to going so that people can stream our game (many have already requested that from us) We want to get into the larger review sites, Metacritic and anywhere on the web that we can be heard.
We have people all over the world playing our game so we just need to keep spreading the word.
Link to HA. Lantern Forge, an adorable survival game :)
People really like us everywhere so I don't think we need to just cut our price in half...we just need more people to hear us for now. Eventually we'll have a sale for sure.
What is your opinion on Microtransaction and day one dlc? Day one DLC I am totally ok with, as an Artist I know my job is like done months before the game is released so basically...I work on new stuff or I get fired.
However there is totally a limit. If the DLC is "download the ending of the game" hell no. That's crap. But extra armors or missions and such? for sure...the team is honestly sitting around for months waiting on marketting, bug tests and other things and have nothing to do.
I just don't like DLC that is required if I have to pay for it. The only DLC that I even really pay for myself is stuff like Borderlands where it's basically a whole new game...that's legit DLC right there.
Microtransactions again, I shouldn't be forced into it. Nor should it be Pay to Win. Cause then the bored rich kid wins, the rest of the people lose. So what's the point?
You wanna buy stuff to look neat or have fun little additions and such then sure. Sims usually have a whole store of furniture and stuff to buy. Go for it...if someone wants to buy it no prob. But don't make me pay for my next round of bullets or to regen my energy. Cause I will just go play something else.
What advice would you give to people trying to get into game development, now that you have released a full game? Don't be an artist! I'm kidding.
I would say be prepared to not succeed. Even welcome it. This isn't my first game...I have a ton of failures behind it. But that is what has helped me get better (and I still have a long way to go)
You need to get into game development because you love MAKING games. Not because you like playing games. They are so different it's mind blowing. You have to love what you do.
If you program? you have to think of nothing but pushing to program the next cool feature, making the game run super efficient and feel proud when you find that bug.
If you are an artist? you have to love eating nothing but hotdogs and getting paid pennies and being told your art looks like it came from the 1980s :p You also have to love art, love drawing something...then re-drawing it, then guessing at what the designer is thinking and what the audience is hoping for. You have to love creating...and also love to just make what you are told to make.
It's like that for everything in game development. It's hard work...but if you love it? you don't even care (well maybe after a while you do...)
What if someone has no artistic skills, yet still wants to be apart of design? I have some cool ideas for designs but can't draw for shit. Any advice? Learn to draw. It's not something you are born with...yes some people are more inclined for it but anyone can learn to draw. If you wanna design, you have to be able to bring your ideas out onto something so that everyone else can see them.
You don't have to paint the mona lisa...but if you give me a stick figure and some squiggly lines about what you want? You better hope your game idea was about stickmen cause you aren't getting much more.
As long as you can do simple line drawings and clearly demonstrate what you want that will be enough. If you have a solid logic of how things are going to work, how stuff goes together and the goal for each peice...people can work with that.
But honestly, learn to draw. You can learn on youtube's all about practice.
Thanks, it might seem like a simple answer but it really helps for someone like me who has no idea how to get started in game development. Also, what development software would you recommend? I have heard some good things about Unity and am thinking about starting there. Unity is free and open source so you can poke around and totally get a feel for how it works, how it takes in assets and lets you really experiment to see what you want to truly do.
I can't stress enough to people...know what you want BEFORE you go to school for anything. Schools are out to just suck your money and waste your time, yes they have benefits but you need to fight to get those benefits so you can't waste time discovering yourself while you do it.
Why should I buy your game? What sets it apart from others? Our game isn't so much about setting itself apart, but bringing everything together :)
We love RPGs and always have, we have loved crafting, exploring, looting and combat and wanted to really bring those together in a fun and easy to manage way.
So we took what we loved about Minecraft, Terraria and Torchlight and mixed them together into an isometric view. This gives us the view to allow strategy and hack'n'slash combat of Torchlight, while having the gathering and construction of Minecraft and Terraria.
We also approached the whole game as an open world with a broad audience that have different play styles. We have worked to allow you to succeed in the world by being a gatherebuilder, crafter. Or you can just venture out into the dungeons and slaughter stuff. There are 4 character classes that you can level up and blend together to match your play style.
We are also an indie studio that released a game that people have said they went to play for 10min...and played for 4hrs or more :p So that's pretty awesome too.
Our game isn't so much about setting itself apart, but bringing everything together. If being in development doesn't work out, try advertisement, I'm sure they'd love you. Just wait until I give passionate speeches about edge loops and normal maps...brings people to tears!
Is every indie dev paid by mojang to mention how much they were influenced by minecraft even if their game has nothing in common with it? Don't get me wrong, yours does. but still. damn every indie dev mentions it. I feel it has more to do with the popularity of it when trying to explain stuff to other people. Minecraft obviously not even the first of it's kind. When talking with people "in the know" sure you can mention lots of other voxel games and so on but with the general's just easier to say minecraft. Kinda like when you wanna refer to FPS you just say Call of Duty :p.
I loved Terraria, but I thought it was more of an action/arcade type thing rather than the crafting and building that is Minecraft. In short, you're describing Terraria for me. How is it different? So did we, I was running around digging and killing stuff most of the time while friends built a house. I would say Lantern Forge shifts the paradigm back towards more of the crafting and exploration aspect then Terraria but has more refined combat, loot and RPG elements then Minecraft.
We basically took what we loved from the games and made our own version. Works pretty darn well too...
Does steam contact you before seasonal sales to ask if you want your game on sale? Can't fully talk about steam processes...but like anything, if you aren't making them a buttload of money, they don't really approach you for anything.
Last updated: 2014-08-03 03:56 UTC
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