Chris McFarland

 Game Development

Game development and other polite discussion. Game development...
Oct 18, 2019 08:29
Ah nice, should be easy then
Oct 17, 2019 21:13
so 4 > 5 > 2019
Oct 17, 2019 21:13
👍 @Almo I'd probably recommend upgrading in a couple steps, from 5.x to 2019 (rather than 4.6 to 2019)
Oct 17, 2019 20:10
T1 has gone through Unity 4.6 > 5.x > 2019.2 now since 2015
Oct 17, 2019 20:10
Yeah, long as they don't break too much between big versions
Oct 17, 2019 20:06
not too hard with Unity usually, often just needs a newer engine version for whatever OS-breaking changes have come about
Oct 17, 2019 20:06
I'll probably continue to maintain T1 / ensure it still works on Steam and mobile
Oct 17, 2019 20:04
so for T2, plan is to add more and more -- which is what I wanted to do for T1, but I was too new to game development 😂 was not structured great internally
Oct 17, 2019 20:03
and I look at Tallowmere 1 and even though it hasn't had any content updates in years, people still buy and play it
Oct 17, 2019 20:02
Features and networking really, and the UI
The combat is more or less the same as the first, the code base is so much larger though
Oct 17, 2019 20:00
I think I will stick with Tallowmere 2 for a long while, it's been such a huge effort so far
Oct 17, 2019 19:59
😉
Oct 17, 2019 19:57
What's cookin'
Oct 17, 2019 19:41
Hello there
Oct 16, 2019 19:51
@BlueBug Hey Blue! Thanks. Yep still got Tallowmere on Google Play Store... and iOS, Steam, and Nintendo Switch. Working on Tallowmere 2 still as well
Sep 18, 2018 05:26
😬
Sep 18, 2018 05:25
Creating a Game with Blender Game Engine
Sep 18, 2018 00:17
Okay, thanks :)
Sep 17, 2018 22:08
wat
Sep 17, 2018 21:05
getting attached is overrated
should just be a drone 🙃
Sep 16, 2018 22:37
It does sound like Steam is no longer the automatic golden ticket from yesteryears though
Sep 16, 2018 22:35
that's okay :) tbh, I don't hear stories of gore-filled roguelike platformers failing lol. I mean I'm not making enough to establish a studio, rent some office space and start hiring employees, but it pays my own bills, and that's good enough for me
Sep 16, 2018 22:27
yeah, doom and gloom stories are pretty common
Sep 16, 2018 22:23
so like, I no longer feel this huge pressure to have a "successful" launch, or need giant press coverage or youtubers or fanfare and whatnot
Sep 16, 2018 22:23
I've also learned that, while having a huge launch can be fun, long-tail playerbase (with sales and updates later on) is fine for me
Sep 16, 2018 22:21
mobile and console can be a nightmare
Sep 16, 2018 22:21
PC is also the easiest to debug for
Sep 16, 2018 22:21
Yeah... For my sequel I've coded things well enough that I think backward compatibility should be fine, but you never know
Sep 16, 2018 22:19
whereas EA, I can just say, "yep savefiles are wiped this patch, big changes happened under the hood"
Sep 16, 2018 22:19
but even stuff like potentially breaking savefiles.... doing that to a "final" product is pretty risky. almost need to go through beta branches for customers willing to test
Sep 16, 2018 22:18
life goes on ¯_(ツ)_/¯
Sep 16, 2018 22:17
but at the same time, the new stuff that was added post-launch is now just the base game as far as new customers are aware
Sep 16, 2018 22:17
new weapons and things that actually helped the player were welcomed though lol
Sep 16, 2018 22:16
my biggest one was adding an enemy, the Feeler, which could pull you across the room with its tongue if you failed to have your shield raised
Sep 16, 2018 22:13
I'm 99% sure I'll do Steam Early Access, possibly even Google Play BETA in tandem. I expect lots of networking bugs lol. Also want to gradually add new items too... but really just want user feedback and be able to tweak stuff without annoying too many customers with the "you changed the final product! /rage" mentality
Sep 16, 2018 22:08
I was selling alpha versions on my own website throughout 2014, was on indiegamestand.com (now defuct) for a bit too, but then thought eh I'm done, let's just do Steam full release. This was back in the Greenlight days too, where not everyone could just publish on a whim, had to get approved first
Sep 16, 2018 22:04
Yeah, Steam was first release in 2015, did iOS and Google Play a few months after
Sep 16, 2018 22:03
so then down the line, we got to talking about the Switch
Sep 16, 2018 22:03
Well, they approached me for a Wii U version for Japan
Sep 16, 2018 22:03
@Pikalek Teyon approached me
Sep 16, 2018 21:43
yeah can talk game development here
Sep 16, 2018 03:11
yea. good advice I've read is, "don't hire until it hurts"
Sep 16, 2018 00:45
til then, I just treat it like a job
Sep 16, 2018 00:45
one day I might form of a company if it's worth hiring a programmer
Sep 16, 2018 00:44
exactly. there's too much technical knowledge to keep up to date with things to keep receiving income. And not quite at JK Rowling nor JRR Tolkien estate levels yet either when it comes to paying someone to administer and manage this stuff lol
Sep 16, 2018 00:42
probably easiest to write something in a contract with a publisher lol
Sep 16, 2018 00:41
and for my case, probably needing something in my will to transfer copyrights and trademarks, I mean things can go to my "estate" but bleh
Sep 16, 2018 00:41
someone in the know, eg an existing Unity developer, could probably figure it out though, but I would not expect it easy enough to write out every damn step for a non-Unity-based programmer
Sep 16, 2018 00:40
it's somewhat a liability writing this stuff down, unless you put it into a safe deposit box with a bank
Sep 16, 2018 00:40
really like, in the land of needing to install new Unity versions when an OS update breaks stuff, let alone verifying email stuff, renewing contracts, sometimes manually writing out invoices to receive royalties, two-factor passwords requiring phone access...