Immortal
Arcane
Irrlicht for C++
I'm getting PTSD flashbacks.
Thank god game development has improved from years ago.
I still remember sobbing in a corner trying to extend and work with Irrlicht / OGRE3D..
Irrlicht for C++
Irrlicht for C++
I'm getting PTSD flashbacks.
Thank god game development has improved from years ago.
I still remember sobbing in a corner trying to extend and work with Irrlicht / OGRE3D..
is that equatable with "deep time investment"?
Irrlicht for C++
I'm getting PTSD flashbacks.
Thank god game development has improved from years ago.
I still remember sobbing in a corner trying to extend and work with Irrlicht / OGRE3D..
Hm, anything specific? I remember looking at Irrlicht and playing around with it years ago (somewhere around midlate 2000s) and i do not remember anything negative about it.
So how does long playtime necessarily indicates "depth" of a game or that it is played by "deep players"?
Is it 10 times easier to sell a game which usually cost 1 buck instead of 10 bucks? I honestly don't think so (except mobile). Even at 1$ many people wait for a sale. And a 10$ game with 90% discount seems to be cheaper than a 1$ game with a 50% discount. It's also more interesting for all these bundle sites later. And some people skip 1-3$ games altogether since they think that they aren't worth it.
It's really not that hard if you make a game that's actually a game to get past the mark of 3 hours of avg playtime on users despite the game itself not being longer than 1 hour from start to finish for a single session. That's the story of beatemup, shmups, actual rogue likes but also those newfangled roguelites, card games/deck builders, racing games, anything multiplayer, repeatable (pattern generation) puzzle games etc.So how does long playtime necessarily indicates "depth" of a game or that it is played by "deep players"?
It doesn't, but people tend to pay more attention to a game with an average playtime of 20+ hours than a game with ~3 hours.
It's the same with food. Too cheep and there must be something wrong about it.Is it 10 times easier to sell a game which usually cost 1 buck instead of 10 bucks? I honestly don't think so (except mobile). Even at 1$ many people wait for a sale. And a 10$ game with 90% discount seems to be cheaper than a 1$ game with a 50% discount. It's also more interesting for all these bundle sites later. And some people skip 1-3$ games altogether since they think that they aren't worth it.
Anything billed under 5 dollars screams to me Scam or Meme game.
I would likely refuse to buy anything that cheap unless it arrived at that price from a sale..
If your target retail price is 5 dollars or less, you are probably better off making it free with some type of gacha style monetization and hope you net a few whales.
Maybe I don't represent the feelings of most gamers - but in my mind the 1 - 5 dollar range is about where most Russian sweatshop games fall - quick asset flip trash that gets pumped out en masse. (I guess maybe cause it works?)
(I actually filter / sort the store page so that I never see games that fall into this category.. it's usually 1000's of pages of shitty puzzle and shooter games cobbled together in Unity or Game Maker)
Honestly, I'm just exhausted with writing Game engine wrappers around graphical api's / dx & opengl implementations.
My experience with "Old School" engines is that your not actually making a game until you've gone and extended the engines capabilities and found 20 different plugins and integrated them.
AKA you become so front loaded with engine programming that 6 months in your still not making the actual fucking game.
From my shitty drunken memory Irrilicht was purely a graphics engine, you had to integrate everything else, animations, audio, physics, etc etc.
I mean the results speak for themselves.. how many games were ever made on Irrlicht - I bet I could count them on one hand.
Irrlicht is a game engine, it is Ogre3D that is a graphics engine. Irrlicht however provided enough functionality to make a game.
I went back and checked.. pretty sure Irrlicht is just 90% a Graphical Framework. Barebones collision detection but their own documentation says to not use it.
No Audio framework, no Animation framework / tools (That I can see). Not sure if it has any particle system or any predfined / boilerplate shader code (AKA you have to do this all yourself), irregardless - Really missing all the bells and whistles of what I'd expect from a "Game Engine".
I went back and checked.. pretty sure Irrlicht is just 90% a Graphical Framework. Barebones collision detection but their own documentation says to not use it.
No Audio framework, no Animation framework / tools (That I can see). Not sure if it has any particle system or any predfined / boilerplate shader code (AKA you have to do this all yourself), irregardless - Really missing all the bells and whistles of what I'd expect from a "Game Engine".
Having collision detection, even if barebones, is still more than what XNA provided - remember that i was comparing it with XNA. Also it does have particle system, animation framework and other stuff, you can see the features here. BTW XNA also didn't have any of that either. When i made the RobGetOut demo i linked previously i made everything myself, the only thing XNA provided was the graphics framework (note that i also had to write the shaders as the default weren't that great), input handling and audio playback (in comparison Irrlicht doesn't have audio playback but there is irrKlang which was made by the same developer as Irrlicht - but TBH i only used the very low level API which would be trivial to do manually in C++ anyway).
I never used XNA - I wasn't making that comparison. Isn't XNA dead?
Also when was that support added? Are you saying it had that 10 years ago? AFAIK you said you only slightly dabbled with it long ago and haven't touched it since?
Indie dev leaves industry 'indefinitely' thanks to exploitation of Steam's refund policy
By Mollie Taylor about 10 hours ago
Steam's refund policy can be bad news for short game developers.
A horror indie developer has stepped away from games development "indefinitely" because Steam's two-hour refund policy has led to a high number of returns on their latest game.
Solo developer Emika Games released the psychological thriller Summer of '58 at the end of July, receiving Mostly Positive reviews on Steam. But as they tweeted in a statement this week, the game's short length has led to a high number of refunds being processed, leaving Emika out of pocket.
"The fact is that my game Summer of '58 does not reach two hours of playing time by Steam standards," the statement read. "In this regard, a huge number of returns on the game, even with positive reviews, and I do not earn anything to create a new game."
It's proven a disheartening situation for Emika, who said they would be "leaving game development for an indefinite time" in order to "collect [their] thoughts." They also said that From Day To Day, another horror game currently in development, "will not see the light of day in the near future."
Steam's current refund policy allows for any game to be refunded if it's within 14 days of purchase and has less than two hours of logged playtime. This isn't a problem for larger titles where two hours barely scratches the surface. But for smaller games, especially those created by indie developers, it can be a frustrating loophole allowing players to essentially experience their game for free. One solution would be to implement a different policy for shorter games, but such ideas are easier said than done, and would be a tricky line for Steam to walk.