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Active: 9035 users

Making a game (part 5, Communication)

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4647 Posts
Last Edited: 2012-06-03 20:50:46
June 03 2012 20:49 GMT
#1
Part 1
Part 2
Part 3
Part 4

The hardest part of launching a game is the communication.
It is easy to write a quick blog to your friends on teamliquid, it is another story when it comes to launching on Facebook, Twitter...
I opened the facebook page and posted few in game screenshots. Feel free to join.
http://www.facebook.com/groups/402955386414073/

I can finally share a game screenshot. Remember it is taken from the emulator and that the fps on the real device is much higher (50-60).

[image loading]

Now I have never had a twitter account but I think in the last 9 days of rush before submiting our competition entry, there will be plenty to share.

Current status:
Levels: 20/48
3D Models: 3/4 (Main character is temp right now)
2D Graphics: Still some temp stuff to replace
Sounds: 80% Done
Musics: Done but extra would be nice

Few extra things are planned to be added after the competition.

Now last week, we had a little marketing workshop with an industry veteran Simon Callaghan. We have a lot of things to do and a lot of learning to do an the fly.
We listed as a training few key-features that could be on the marketplace description of the game:

-Real-Time dynamic lighting
-Real Chain Physics
-Music by famous producer Matti Kotala
-Impressive 2.5D graphics running at high frame rates
-Multi-touch controls and pinch to zoom
-Unlockable bonus level by location, time and more (To be added after the competition deadline)
-Create your own levels with a map editor on your PC
-4 World featuring 12 levels with creative and challenging puzzles
-Compete online for the best speed run time (UI needs redesign for this feature, therefor added after the competition).


Overall we want to launch on marketplace before August and have a open beta on PC before the end of June. By all my experience, these goals are impossible but since we started 2 month ago, we have beated the odds at each stage of the project.

Let's kick some ghost's ass!


*****
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Marti
Profile Joined August 2011
552 Posts
Last Edited: 2012-06-03 20:55:25
June 03 2012 20:54 GMT
#2
By communication don't you mean " marketing " ? I can kinda see how difficult it may be to "get people to play this" or even get people to even know this new game. ( On the other hand a cat video on youtube will get millions of views in a matter of days ... )

Edit : holy shi*tballs TL has a "double post detector" or something ?
#adun giveafuck - - - "Did this guy just randomly finger me?" - Sayle
0x64
Profile Blog Joined September 2002
Finland4647 Posts
June 03 2012 21:14 GMT
#3
Yeah when I say communication, I mean talking about the game because I like to do so
I see marketing more as a attempt to sell something. Ok when we get the pc free beta, I'll be happy the more people try it and give me feedback, and maybe someone even and up buying the mobile version but I think the marketing will come from the DreambuildPlay competition if we get results.
But I'd rather write here to one person who is interested than to 10 000 persons who doesn't care about how are game made
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Muhweli
Profile Joined September 2002
Finland5328 Posts
June 03 2012 21:18 GMT
#4
TL.net surely does have that. =]
River me timbers.
Marti
Profile Joined August 2011
552 Posts
June 03 2012 22:16 GMT
#5
On June 04 2012 06:14 0x64 wrote:
Yeah when I say communication, I mean talking about the game because I like to do so
I see marketing more as a attempt to sell something. Ok when we get the pc free beta, I'll be happy the more people try it and give me feedback, and maybe someone even and up buying the mobile version but I think the marketing will come from the DreambuildPlay competition if we get results.
But I'd rather write here to one person who is interested than to 10 000 persons who doesn't care about how are game made


Yeah i get what you're saying but i feel like, on those 10 000 people who don't care that much about how games are made, you'd get maybe 5 000 of them playing the game ( random number that i pulled out of my ass btw, just 50 % ) while even tho i and i am sure the other readers are very interested, there's going to be maybe 100 of us actually triying the game, and at the end of the day you won't get much fame / money off of it, you won't make your game very famous nor gain enough ressources to produce a better game next time ( your next project if you have any ). Tho i do appreciate this blog.


Also, you're finnish ? Your language seems so funny.
#adun giveafuck - - - "Did this guy just randomly finger me?" - Sayle
0x64
Profile Blog Joined September 2002
Finland4647 Posts
June 03 2012 22:39 GMT
#6
Yup finnish indeed, the hardest language on this planet.

Anyway those 100 trying the game I know will give great feedback and we'll end up making together a better game, making the universe just a tiny bit more awesome.
Also those 5000 are welcome as well, just maybe they won't be interested by half of my posts.

I'm really looking forward to the user created levels that can come out of this.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
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