David Reid
David Reid
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New trailer for my first indie game - ( Available on Steam now! ) | First indie game release.
New trailer for my first indie game - ( Available on Steam now! ) | First indie game release.
➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/
This is the new trailer for my first indie game release. The game is called Space Rock Armageddon. Originally, the game was supposed to be a straight clone of Asteroids. I wanted a simple project that could teach me two things. Firstly, how to use Godot and secondly, how to distribute a game on Steam.
As the project progressed quite quickly, I decided to deviate from the core Asteroid game play and added bosses. At that point, I decided to call the game Space Rock Armageddon and introduced the three bosses that exist in the current version. Those bosses are Red Erik, Bugeyes and Xenorock. I used a fizz buzz algorithm to decide when to display a boss scene which made the appearance of bosses slightly less predictable.
The game is fairly simple. The idea was to make it like an arcade experience, thus there are no saves. Because its not an arcade and we're not trying to suck dimes out of you, there are unlimited lives and the player quits when the players had enough.
The game is set in a universe that I am currently building a story for. This universe will be the setting for my next game which I am working on now. Here is the short back story for Space Rock Armageddon.
-----------------------------------------------------
In the inky depths of space, a cosmic Armageddon loomed on the horizon. It was not an ordinary apocalypse, but a cataclysmic clash of worlds. The space rocks hurtling towards the home world were not lifeless celestial bodies; they were sentient symbiotic creatures controlled by their alien hosts.
Long ago, a ruthless corporation called Kaneko Industries had discovered the unique properties of these symbiotic rocks. They saw profit in mining them, but in their greed, they failed to recognise the delicate balance that existed between the rocks and their alien hosts. These creatures had formed a profound connection, living in harmony for aeons.
When the first mining drill pierced the surface of one of the symbiotic rocks, it unleashed a torrent of agony that rippled through the cosmos. The aliens, sentient energy beings, felt the excruciating pain of their symbiotic partners and their rage knew no bounds. They merged their collective consciousness and took control of the space rocks, turning them into formidable weapons.
As the symbiotic rocks descended upon our home world, their crystalline forms glinting with malevolence, humanity stood on the brink of annihilation.
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Переглядів: 190

Відео

When should you start a devlog
Переглядів 5374 місяці тому
➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ ➤ Thinmatrix - www.youtube.com/@ThinMatrix ➤ Pontypants - www.youtube.com/@Pontypants When to start a devlog on UA-cam is a question many indie game developers grapple with. The timing can significantly impact your game's success and your growth as a content creator. Here's a comprehensive look at t...
How my first indie game performed on Steam
Переглядів 3,2 тис.5 місяців тому
➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ In this video I cover how my first indie game performed on Steam. Embarking on the journey of game development, I recently released my first game on Steam. While it didn't garner many downloads or wishlists, the primary goal was to use this project as a learning experience. Reflecting on the process...
First trailer for my first indie game - ( Available on Steam now! ) | First indie game release.
Переглядів 1825 місяців тому
First trailer for my first indie game - ( Available on Steam now! ) | First indie game release. ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ This is the original trailer for my first indie game release. The game is called Space Rock Armageddon. Originally, the game was supposed to be a straight clone of Asteroids. I wanted a simple project tha...
Too old to be an indie game developer
Переглядів 9 тис.6 місяців тому
Too old to be an indie game developer? ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ You're never too old to be an indie game developer. The world of independent game development is a vibrant, creative space that welcomes developers of all ages and backgrounds. The notion that you might be "too old" to pursue this passion is simply a myth, perp...
Is Unity Dying
Переглядів 6 тис.7 місяців тому
Is Unity dying? ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ Unity Technologies, the renowned software company that revolutionised the gaming industry with its Unity engine, faced a tumultuous financial year in 2023. While the company had been riding a wave of success and growth in previous years, 2023 proved to be a challenging period marked ...
Watch this before making your first indie game | Steam | Godot | Unity
Переглядів 8 тис.9 місяців тому
Watch this before making your first indie game ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ ➤ The no hit wonder - Jake Birkett - ua-cam.com/video/JmwbYl6f11c/v-deo.html&ab_channel=GDC Making your first indie game is a thrilling yet challenging endeavor that requires a delicate balance of creativity, strategy, and resilience. As an aspiring gam...
This Coding Test Helps Me Display Boss Levels In My Godot Game
Переглядів 35110 місяців тому
This Coding Test Helps Me Display Boss Levels In My Godot Game ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ In the dynamic world of game development, creating engaging and challenging boss encounters is essential to keep players immersed and excited. One innovative approach to achieving this in Godot game development is by integrating the Fizz...
I Switched To Godot And I'm Loving It!
Переглядів 6 тис.11 місяців тому
I switched to Godot and published a game on Steam. ➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/2658560/Space_Rock_Armageddon/ I switched to Godot, and it's been a game-changer in my world of game development. Godot is an open-source game engine that has quickly gained popularity among indie developers and professionals alike. Its user-friendly interface, robust features, a...

КОМЕНТАРІ

  • @bob_halford
    @bob_halford 2 місяці тому

    Don’t laugh (or scorn) but I am 74 and just on a sprint to get a game out - and my motivation and needs are different. • I have a pension - $ would be nice but not essential • Doing it to keep my brain alive - to get me out of bed! • Be lucky to live another 5 years, so that’s ok! I have extensive experience with c#, WPF with UI intensive Windows apps, C embedded with microcontrollers - even assembler from back in the 16 bit cpu days… Also, lifelong interest in art, graphics, DAW's, music. I read heavily - all subjects, from psychology to sci-fi (relevant to game design?). Why wouldn’t I try to keep alive & energized by taking on the challenge. And focusing that knowledge base could result in a fairly decent game - though I am aware that most likely will not be financially exciting. So, encouragement may be handy on the road ahead. Nothing to show yet - but will let you know. Cheers. Bob PS - Great video - you are legend (I think that's how you say it 🙃)

    • @DavidReidChannel
      @DavidReidChannel 2 місяці тому

      Bob I'm not going to laugh at, or scorn you. I'm going to bow with respect. I will be happy if I'm still coding and making games in my seventies. That's the dream. And as you said, what better way is there to keep your brain alive. Also, you've clearly got the programming experience and a pension takes the heat off you financially. The latter is very important because you can focus on doing what you want, rather than what you need to, to keeps the lights on. Having the time and space to focus on your game is the dream. This video has introduced me to some amazing people including yourself. I definitely want to hear about your game. Thanks for watching and sharing your experience. Subbed.

  • @MiguelHernandez-zd9mp
    @MiguelHernandez-zd9mp 2 місяці тому

    Thanks for this video. I'm a 41 year old newbie indie game developer learning programming as I demo prototypes to create my dream game for the past year and imposter syndrome are a real thing. Always good to know 80s babies can also be awesome "senior" game devs. Lol.

    • @DavidReidChannel
      @DavidReidChannel 2 місяці тому

      Hi Miguel, thanks for watching and sharing. Good luck with your dream game. You're never too old. :-)

  • @snorpixel
    @snorpixel 3 місяці тому

    Awesome advice glad i stumbled upon this video!

    • @DavidReidChannel
      @DavidReidChannel 3 місяці тому

      Thanks for the kind words and thanks for watching. Both are appreciated. :-)

    • @DavidReidChannel
      @DavidReidChannel 3 місяці тому

      Like you vids. Subbed

    • @snorpixel
      @snorpixel 3 місяці тому

      @@DavidReidChannel Thanks! I've subbed to you as well, I like your content!

  • @impheris
    @impheris 3 місяці тому

    You should try Unigine, the transition is smooth, is pretty similar to Unity but with a smarter editor (like unity 5) graphically is way better, it has more features (but lacks some others) and the performant is better, also they are more interested on developing technology instead of make investors happy...

    • @DavidReidChannel
      @DavidReidChannel 3 місяці тому

      Sounds good. Will have a look at it. One of the positive things just now is that we are seeing more options in terms of game engines. Thanks for watching and sharing your thoughts.

  • @gdymfunyuns674
    @gdymfunyuns674 3 місяці тому

    I saw your video on being too old to be a game developer and I know it’s a little melodramatic but I’m already feeling the stress as a 24 year old. Your video made me feel better about my coding journey and I am looking forward to making my first game. Just got out of the military with no direction on where to go next and I figured I’d go back to my roots and do something i adore, make and play games! You sir are an inspiration. Currently on free code camp, UA-cam university and learning gd script to make my first game on godot as a self taught programmer. Best of luck to you sir!

    • @DavidReidChannel
      @DavidReidChannel 3 місяці тому

      Been some time since I left the military but I remember feeling somewhat rudderless and it took me a while to adjust. They spend a lot of time conditioning you for military life. They spend a lot less time preparing you for your return to civvy street. However eventually you find something to focus on. For me it was programming. Sounds like you're on a similar journey. Exciting times, and also a great time to make games. I wish you all the best on your journey my friend and I'm glad you enjoyed the video. Thanks for watching and sharing your thoughts.

  • @Bullet-ShawnSak
    @Bullet-ShawnSak 3 місяці тому

    Hi David🖐The game looks great! and is it an extraterrestrial being comes out from a meteorite? Awesome‼I started to work on a platformer game. I only know JS, so I'll stick with it. It'll take time, but I'll set small goals everyday and work on it. Your video always gives me hope. I appreciate your work and thank you for your time to make this video, David🤓🖐🐨

    • @DavidReidChannel
      @DavidReidChannel 3 місяці тому

      It is an Alien that comes out of the Asteroids which is a crazy idea that my son had. Learn one language well. After that, moving to another language will be easier. Glad you are enjoying the vids and as always, thanks for watching.

  • @AppMaker728
    @AppMaker728 4 місяці тому

    godot and unreal

  • @AppMaker728
    @AppMaker728 4 місяці тому

    It's free unlike unity and unreal

  • @crashannburnFPV
    @crashannburnFPV 4 місяці тому

    I for sure hope that's about to change as I'm apparently breaking all the "rules".

  • @Golemofstone
    @Golemofstone 4 місяці тому

    I'll give this s look see, over the weekend, but first thoughts, i agree with the shooting sfx being a little monotonus, nice background, maybe add a glowing outline to the asteroids especially on the purple background so they stand out a little bit more? Anyway what do i know about game dev? i've never even entered a game jam. Looks good so far, will come back with more thoughts (If any) Sunday. 👍

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      You don't have to be a game dev to have an opinion and here on my channel all opinions are valued. It is basically an asteroids clone so it won't keep your attention for long. This is something that I've thought about for my next game which I should be working on now. Thanks for watching and sharing your thoughts.

  • @lerussiancomrade7767
    @lerussiancomrade7767 4 місяці тому

    Great video keep it up

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      Thanks for the kind words. And thanks for watching.

  • @splits8999
    @splits8999 4 місяці тому

    your not special

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      That's correct. I'm not special. Thanks for watching and commenting. Both are appreciated.

    • @splits8999
      @splits8999 4 місяці тому

      @@DavidReidChannel was just referencing the first second of the vid, was that intentionnal or spelling err

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      I see. My apologies. It was a spelling error. I'm not special but sometimes I'm definitely illiterate. :-)

    • @splits8999
      @splits8999 4 місяці тому

      @@DavidReidChannel haha all good :) kind response

  • @doommetalgames666
    @doommetalgames666 4 місяці тому

    If your goal is to be a UA-camR ..start a devlog as soon as you have CONTENT. If your goal is to be a GAME DEVELOPER ... well here's my hot take: DO NOT DO A DEVLOG. All the time and effort you spend on it you could have spent on your game. Survivorship bias that 1% (or less) find some success on youtube is not a solid argument that you or I should be doing it.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      "All the time and effort you spend on it you could have spent on your game". Absolutely 100% correct. There is no doubt that time spent creating content is time that could have been spent on your game. I've considered taking a break from UA-cam to focus on my next game. For me the dilemma is about exposure. I have to spend some time telling people about my game. UA-cam might not be the right approach but I don't know what is. Marketing on any level is not my strong point. Thanks for watching and sharing your thoughts. Both are appreciated.

    • @golongself
      @golongself 4 місяці тому

      I am 2.5 years into a project. Actively chose not to do dev logs, because they take a lot of time and skill. Now I'm stuck trying to get people to know my game even exists. I don't think it was the wrong decision, but there is a need to somehow get a group of followers, you have semi-direct access to, while the game is still being developed. UA-cam can be the platform for this.

    • @doommetalgames666
      @doommetalgames666 4 місяці тому

      @@golongself correct it CAN be , but there's no guarantee it WILL be. Also as I noted - there are many many dev's who stream and do youtube whom have insanely low follower counts and it gets them little to no impact on steam launch. As I noted: survivorship bias; because a few youtubers/gamedev's had wild sucess the rest of us seem to think this will work for everyone? Probably not.

  • @jonahhamer
    @jonahhamer 4 місяці тому

    I'm in the middle of making a devlog for a desktop app I'm making. This is extremely helpful, thank you.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      Glad it was helpful! And best of luck with your devlogs.

  • @Alistair
    @Alistair 4 місяці тому

    I like the being able to move backwards, it feels like it makes things more nimble over the standard version. This reminds me of when I tried to do asteroids in 3D - I think I made it look pretty cool, but it's pretty difficult to figure out how to give the user enough awareness of things that are behind them ua-cam.com/video/KHjVUwE1abg/v-deo.html

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      Glassteroids. Love it. :-). Asteroids is a good example of how some game concepts don't necessarily translate from 2D to 3D. But Glassteroids looks fun though. I'd definitely give it a try. On another note, I noticed you've got a video of Aberdeen beach. Also spent a good five minutes figuring out what building you were doing your Sunday training on. Its the old cinema on Justice Mill lane. Are you a fellow Aberdonian?

  • @rocketdicer5636
    @rocketdicer5636 4 місяці тому

    I think software development, youtube, business and game dev (the combination of the first three) has ALWAYS been visual first. Visual first. Customer/player/user experience first. The details are great for other developers, but players don’t care unfortunately… When I made my Devlogs I wish more people cared about How or Why I made things, but in truth most people only care about what I made and what they can do with it. But I think it doesn’t hurt to show a bit of both. Like maybe show the essentials and visuals at the beginning of the Devlog and then talk about details in the middle and end. I’m no expert either just someone trying my best like you

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      This comment is spot on my friend. Devs care about details but most people will only care about the results and what it means for them. I agree that the beginning of a devlog should be about visual impact. And then maybe go into the details later. It's hard to figure out the right formula. I guess we need to experiment. Thanks for watching and sharing your thoughts. Both are appreciated.

  • @TrentSterling
    @TrentSterling 4 місяці тому

    Eh you're right. I have so many prototypes that would've been fun to document a bit better, but they're generally not entertaining enough for showing off. Or they're just too simple. I have a lot of old footage though. Perhaps a montage of dead projects would be a fun video....

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      A montage of dead projects does sound like a fun video. I'd definitely watch it. Thanks for watching and sharing your thoughts. Both are appreciated.

  • @szyslay
    @szyslay 4 місяці тому

    Start not at day 0. Ponty had assets done... really like him! Starting my devlog soon (yeah! My 7yr old game) XD 1 video a week from ready content + filler content good practices for everyone, especially fellow devs. Also for non-devs to evangelise how complex these "6 seconds"actually are :D

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      I like Ponty too. I like the format and style of his devlogs. Will be interested to see how your devlogs do. I'm subscribed so I'll keep an eye out for them. If you've already got a game in place I think that's a great starting point. Thanks for watching and commenting. I enjoy your input on my videos.

  • @eightsprites
    @eightsprites 4 місяці тому

    I got actually no idea. However if doing tutorials instead of dev logs. I would say create a bunch first, then release them slowly. I did it dumb and tried to record and release a video a day last december. That worked good for getting some experience, to get some views. But it also burn mr out totally. Haven’t released anything after that. Regarding devlogs, I would guess you can start at any point. But you are correct you need to have something to show. Not just backend stuff. And you need to find some format, a flow of the video. I had an idea of my keyboard camera showing that I actually wrote the code, not just copy-paste. And well, that worked, but also took way to long time to record. My videos is slow, only interesting for people really trying searching out live coding videos. That market is tiny. Still channel did good, well for the short test run I did. I seen dev logs using humor or nice video editing. But that really takes time to create. Then you almost working more on the videos than your coding. Not sure how to solve that. Im guessing, record almost all of your work. Then cut and paste in the good parts. Going back recording something you thought was funny after the fact just doesn’t work. yeah, a good question how to do a dev log and the answer is I dont know.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      I really like this comment because, you're just going through the options and getting where I did. You don't know, and I think that is what makes UA-cam hard. Anything seems to work and anything can fail. It's mind boggling. Not that I have them on my channel anymore but I did tutorials and it took a long time to create them, and likewise the market was tiny. It seemed more effort than it was worth. Likewise, I don't know what the answer is. Thanks for watching and sharing your thoughts both are appreciated.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      Forgot to mention I subbed.

    • @eightsprites
      @eightsprites 4 місяці тому

      @@DavidReidChannel Thanks. Not sure anything will be released for a longer time. We will see. Channel is also very niche, but for the right person it will do. I think the ”live coding / tutorial” works to get to a 1000subs. I still getting a few subs here and there. If I ran an other tutorial chain, I think I would be at a 1000. Watch hours are worse. 🤣 like 1-5% watch all.. horrible numbers.. I think I should pivot, but I dont know how really. Plz make a video about how to easily get 4000h watchtime 🤣 I will view it!

  • @calvFF7
    @calvFF7 4 місяці тому

    Wow what a great video, I can really relate. I was an electrician and decided to follow my passion in my early 30s, I left the company and got myself into university to get a computer science degree learning game design. I moved down to London and managed to get a placement year at EA games and will be graduating in a few weeks! I'm currently 36 and I've been working on my own indie game whilst studying. It's been a huge challenge and it may back fire in the long run but it's a case of if you don't try to follow your dreams then you'll never know if you could have succeeded and to me that's far worse than failing.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      This is a really cool story. Would have been interesting to get a placement at EA games if only to see how a AAA company operates. Best of luck for your graduation and good luck with your indie game. Thanks for watching and sharing.

  • @Atenvardo
    @Atenvardo 4 місяці тому

    Congrats! You did what a lot of us still only talk/dream about. Great starting milestone and a great reflection video. Just subscribed.

    • @DavidReidChannel
      @DavidReidChannel 4 місяці тому

      Thanks for watching and the feedback. And thanks for the sub. All are greatly appreciated.

  • @civrev
    @civrev 5 місяців тому

    I agree, but I developed three games, one of which was "successful" when I started at 33. A second game may end up being successful because I'm releasing it later this year.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Congratulations on releasing a successful game. Very few people can say that. Is your second game on Steam. Can I wish list it yet? Or will it be on another platform. Again, thanks for watching and sharing.

    • @civrev
      @civrev 5 місяців тому

      @@DavidReidChannel Firmament Wars has been on Steam for a while which was my first game. Nevergrind Online goes full release in July. Nevergrind is listed on Steam, but isn't released yet. They all have a page.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      This is really cool. Wish listed your upcoming game

    • @civrev
      @civrev 5 місяців тому

      @@DavidReidChannel Much appreciated! It has been a labor of love.

  • @civrev
    @civrev 5 місяців тому

    And don't forget to mention that the revenue is pre-tax. So you get even less than that.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      I did forget but you are absolutely right. Your channel was my go to place for tips and tricks when I played Civ Rev. Would still be playing it if my Xbox360 hadn't died. Thanks for watching and sharing.

  • @Zeverinsen
    @Zeverinsen 5 місяців тому

    There's a difference between making a game you want to make money from, and making a game as a hobby because you genuinely want to make something you saw in a dream 2 years ago. Personally, I vastly prefer the weird little games where you can tell that someone just had an idea they wanted to get out there, and made it in their spare time. You can tell that people like Toby Fox and Concerned Ape are those kinds of passionate guys, who just so happened to make something good enough to sell. They'd probably be making small games on the side if they had different jobs. As soon as you make games into whatever the "AAA Industry" is making, it loses so much colour, personality and soul. That sucks the joy out of it. When people aren't passionate about what they're making, and they don't care, you can tell.

  • @stillness5304
    @stillness5304 5 місяців тому

    Omg, it's literal Magnus Shale Fist of Iron Clan

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Had to google him but Haha. Not bad. Pretty sure I'm taller... just.

  • @Qubelliroo
    @Qubelliroo 5 місяців тому

    For the steam page description, try to avoid using vague exaggerated marketing language like "bold and dynamic", "visually stunning", "breathtaking velocity", "dazzling spectacle", "exhilarating experience", etc. Not only does it make the description sound AI generated, but it comes across as overly promotional and can undermine credibility. Understandably this is a small game and not exactly easy to market since it doesnt have many unique selling points, but for future games try to come across as more authentic and genuine by being more specific in the description, providing concrete details and examples that demonstrate the unique features and qualities of the game without using unnecessary adjectives to artificially inflate its appeal

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Some good advice in here my friend. Thanks for watching and sharing your thoughts.

  • @civrev
    @civrev 5 місяців тому

    My first game on Steam only made a few thousand dollars and received 39 reviews. My second game made hundreds of thousands and has 761 reviews (88% rating). It's only in early access, but the full release is in July.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Well done my friend. These are great numbers.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Can I wishlist it on Steam? Whats the game called?

  • @WeenieWalkerGames
    @WeenieWalkerGames 5 місяців тому

    Getting something published is definitely a success! I hadn't thought about just doing a clone to get something out there and practice the Steam release process. Right now, I have only released the free game I created with some friends, but I didn't do anything involved in the Steam publishing process. Instead, I focused on releasing the Google Play Store version while someone who already had the Steam account did that version and a third did the iOS AppStore release.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      I think its worth doing something small and free to get used to the whole process. I don't know what its like to push to Google Play store but I'd imagine there would be similarities. Thanks for watching and sharing your thoughts.

  • @grog159
    @grog159 5 місяців тому

    Here's how I motivate myself: If I sell a game for £1 and 100 ppl buy it that's £100. Extrapolate that for the actual selling price of my game (or whatever product, and minus steam's cut ofc)

  • @mousepotatodoesstuff
    @mousepotatodoesstuff 5 місяців тому

    My current goal in order to become a successful game developer is to successfully develop a game :P Nothing less, and nothing more. Won't even release this first one on Steam or charge money for it.

  • @Crits-Crafts
    @Crits-Crafts 5 місяців тому

    I'd be happy to make an indi game that made me $500... Since it's a side hustle

  • @davidsanchezplaza
    @davidsanchezplaza 5 місяців тому

    amazing! congrats for releasing a game, something 99% of people cant say they did

  • @dovos8572
    @dovos8572 5 місяців тому

    i still don't understand how wishlists matter. that number alone has no meaning for free to play games or even games that are less than 20$. free to play games just get downloaded after the release. it might matter for the "huge" first day "sucess" launch of the game but that is an unrealistic dream and one we shouldn't actually hope to get as solo devs. sure it is nice to get all that money but you also get a ton of bad reviews if the game has breaking bugs in it that you didn't find or forgot about in the ignore list that you forgot you had. a launch with 20 people and getting feedback from them is better than a launch with 200k people and 30k+ bad reviews. sure the 200k one makes you rich over night but that is a one time thing that is like winning jackpot in the lottery. what you really want to get is a stable community that gives good feedback so that you can fix the game and make it into an actually excelent game. it naturally will then spread around by the players talking about it with their friends and on discord communities. getting a steady player growth per month is more important than getting a one time hit that falls off instantly because the game wasn't actually ready for the mass. it is also the big problem that AAA studios have. they are also all hoping for the day one hit, while fully knowing that the game isn't actually finished yet and still has hundreds of bugs.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      There are some real good points here my friend. Big first days are definitely a hangover from the gaming industry as a whole. Also, as you said, its better to have a soft launch and iron out the bugs. Definitely less stressful to do it that way. Thanks for watching and sharing your thoughts.

  • @ITAngel
    @ITAngel 5 місяців тому

    This was a very smart move, and thank you for sharing. I may need to do that too eventually, once I learn Unreal Engine 5.4 and finish my project. 😉

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      I think its always useful to start small. People don't have to follow that advice but its good advice none the less. Finishing your project is the important thing. Going back and doing something small might be right for you now but only you can make that judgement. Good luck with the project and thanks for watching.

  • @stephenmackenzie9016
    @stephenmackenzie9016 5 місяців тому

    Must be cool to see your game on Steam

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      It is cool actually. As I said in the video, I've worked on a lot of projects. My game wasn't a difficult project but its the project I'm most proud of. And part of that pride is seeing it on Steam. Thanks for watching.

  • @rocketdicer5636
    @rocketdicer5636 5 місяців тому

    I think one of the most important parts of game dev is making a game that other people enjoy more than just what we like ourselves, at least that's what I've noticed with the games I've made. What you did so far is really great launching something is already a huge hurdle. I think what successful game developers do incredibly well is serving the needs of a community. Stardew Valley was mainly a success because of ConcernedApe's ability to serve his community. Fortnite makes billions of dollars and wasn't even initially supposed to be a battle royale, once the developers realized young people liked the battle royale more than horror games, they adapted their focus. I think what your doing well is starting a youtube channel as well so you can gather feedback. At the end of the day I think video games, maybe all art, is more about connecting people through ideas rather than entertainment. Keep up the great work!

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Yep, this is a really good point. Making a game is reasonably hard. Making a game that other people want to play is even harder but it is the area that requires most attention. Trying to figure out what people want is key. It's actually also true on UA-cam. Making videos can be hard but making videos that other people want to watch is tricky. It sounds easy but its quite hard. Figuring out these two things is key. Thanks for watching and sharing your thoughts. Both are appreciated.

  • @cliqist
    @cliqist 5 місяців тому

    Well done on the release! I dig the graphics, they have a cool retro-future vibe. Controller support would awesome. But as you said, it's fantastic that you crossed the release finish line. Looking forward to your future projects!

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Sounds like you downloaded and played the game. Thank you very much. Steam did actually mention that I should add controller support. They suggest that during the acceptance stage. I didn't do it for Space Rock but I'm definitely going to do that for my next game and I think I'll go back and add it to Space Rock as well assuming its not a pain to implement. Thanks for the suggestion and thanks for watching the video.

  • @4wrldGames
    @4wrldGames 5 місяців тому

    Very cool video, you are awesome! Thanks for the information

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      You are welcome my friend, and thanks for watching

  • @rodvik
    @rodvik 5 місяців тому

    Smart move starting small. The work is complete, time for the next one ! Gratz!!! 🎉❤Massive achievement! I am moving away from Steam for my future commercial projects but it’s handy to know the process. Steam != gaming. The artist and customer does.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Curious to know where you will distribute your future games. Steam could definitely do with some competition. Also, was checking out your Solo RPG games. Looks really interesting. I would love to sit down and create something similar. Subbed.

  • @nameinvalid69
    @nameinvalid69 5 місяців тому

    "it's entirely possible to be a stupid old f"... well... 😭😭

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Personally enjoyed that part of the video myself. :-)

  • @jugglingjoestudios3338
    @jugglingjoestudios3338 5 місяців тому

    Enjoyed your video - thank you - loved this! Can i ask, did you still have to pay 100 dollars even though you list it as free on steam?

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Yes I did and that is a very good point that I should have covered in the video. Free or not, you have to pay the $100 to distribute your game.

  • @allnodcoms
    @allnodcoms 5 місяців тому

    I'm 56, been in software for about 3 decades and launched my first Steam game 4 weeks ago. Utter Disaster! 4 weeks, 5 sales. But I built it, from start to finish, and released it. Boxes ticked... I agree you're never too old, but I'd add a caveat. I can't put the hours in that I used to. 15 - 20 years ago I'd think nothing of pulling 12+ hour stints to just 'bang something out' or hit a deadline, now I just don't have the mental stamina I used to. Another observation from my (admittedly fairly brief) research into why 'PLOT!' crashed and burned: Older devs tend to write safer games, with tried and tested gameplay loops. So we're writing technically (from a software perspective) good games, they're just not what younger gamers want to play.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      You make a good point about the hours. I don't think it was ever a good idea to do twelve hour sessions but likewise, I couldn't do that now even if I wanted to. I try to be consistent, I.e., do a small amount of sessions everyday and let those sessions set the pace of progress. Of course, I have the luxury of doing so because I don't rely on game sales to feed my family. I still work for a living. On your game, well, you made a game, you distributed it and made some sales. That's actually a big win. Sure, its not going to make you a Gazillionaire but very few people can say they made a game and even fewer can say they sold a game. You've had five more sales than me. I'm in aw. I've also subbed. Thanks for watching and sharing your thoughts.

    • @allnodcoms
      @allnodcoms 5 місяців тому

      @@DavidReidChannel I definitely don't advocate 12+ hour stints, but I've had occasions when a client has not only moved the goalposts, they've virtually changed the sport! As you say in your 'Epic Fail' video, we achieved what we set out to accomplish, and we learnt from the experience. And from a position of such ultimate lowliness, there's only one possible way to go with the next one, right? 😉 Back at you with the sub - Keep on keepin' on. Danny (allnodcoms)

  • @AstonJay
    @AstonJay 5 місяців тому

    From my side, I use steam's wishlist sortof like a bookmark for games I find interesting. Whether that is the intended use for it, I'm not sure, obviously it's mainly a "buy later" type of list, I think. I don't want to lead developers on by wishlisting and not buying, but there's no other section for me to save games for reviewing later.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      A 'buy later list' is a good way to describe the wishlist. I think as a game dev you have to accept that your wishlist is a list of leads rather than sales. I'm guessing that its a small percentage of wishlists that actually convert to sales. If you can get an idea of the conversion rate, I.e., what percentage of my wishlists will convert to sales then you can make a guestimate about your games potential sales. Of course, its all guess work. Thanks for watching and sharing.

    • @KoryCode
      @KoryCode 5 місяців тому

      @@DavidReidChannel normally about 10% to 20% depends on the quality or age of the wish-lists, many buys on discounts though.

  • @Zero2GameDev77
    @Zero2GameDev77 5 місяців тому

    You made and packaged a game and released it huge success. All that experience and lessons from that go into building the next game. Never a failure always a win for sure. Looking forward to future games from you

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      I agree one hundred percent. Releasing your first game should always be about the release. Doing so means you've completed the cycle and are now better equipped for round two. Thanks for watching and sharing your thoughts.

    • @paulie-g
      @paulie-g 5 місяців тому

      @@DavidReidChannel Congratulations on getting something finished and released. That's far more than most people achieve and is a massive accomplishment. With that said, you're already competent with development, so that's really not the area you needed to progress in most. Marketing, even purely in terms of generating awareness, is what you really ought to have concentrated on learning. The single biggest opportunity to get exposure on Steam, especially for free games, is the various "fests", whether Next fest or genre-specific fests. And there are a few more free, easy, low hanging fruit type things that you could have done to give more people a chance to experience your game, even if the only goal were to generate a large enough sample size for generating feedback. Not a knock, mind you, it's just that people like us don't like marketing and put it off or pretend it doesn't matter just now, etc and that's a very big hurdle/mental block we absolutely need to overcome if we ever want to have any degree of success (again, even if that success is just having enough people play a free game). Good luck!

  • @watercat1248
    @watercat1248 5 місяців тому

    to be Fer i have done something similar to my first game, have made one game with the knowledge i have in the order to see how people i will react to it and see what happens after the game releases my experience is little bit different though wean i make this game i have seen all those stores need money to upload it and I decided tha my game is not to upload in my own website instead after a wail i foun out that it free to upload i game on itch io and my next game that im working now it's on itch io as well is my first successful ? 1. if we talking for profit it's 0 spend 0 and getting 0 in return seens this game is 100% free and uploaded this game on free store otherwise it's successful because 2. I do not believe people spend a lot of time play this game but many people have fun wean the try even if the play for little while and after that don't touch the game so this that make my game success. 3. the other reason this game succeeded is because with this game i was able to find out what to do after game releases and you helped me see some stuff in other prospective to be fer this game have a lot off flows but the fact ther is people that enjoy this game and this game achieved the goal to form my to figure out what happened afterwards make this game extremely successful in my opinion. for my i game is successful if the people who play enjoy the game and wean the succeed the goal i have in mind, as for my next project that im working now it is also successful and in my opinion more successful because unlike my first project that have to made everything and then to have people to try and see if the likes the game or not the project im working now it had people that wand to experience the game before even becomes playable now that my game is early access for play texting some people try out my game in very early access the are people that enjoy even if haven't add all the necessary mechanics on my game yet. that means both of my game's are successful on the own ways the first project have people that play and enjoyin this and the second game that is only for play testing still have people the enjoyed this game and the second game have more potential as well.

  • @blarghblargh
    @blarghblargh 5 місяців тому

    Pro game dev here. Don't waste TOO much time on getting code organized. Just do enough, when it starts to really get in the way, and when you know you're solving specific problems with things that are hard to find. And sometimes the best fix for a problem is none, because it doesn't end up happening that often. Shipping Code > Clean Code. That said, it's a great practice to think about what you could fix if you wanted to, and how to do it. But doing the thought exercise and going through with the actual work itself are two different things.

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      Yep, definitely good advice. Keeping it simple and getting it across the line is the best strategy. I sometimes fall into the trap of trying to write smart reusable code. It rarely works out well and rarely has longevity. As you said shipping code is greater than clean code. Couldn't agree more, sound advice my friend. Thanks for watching and sharing your thoughts.

    • @paulie-g
      @paulie-g 5 місяців тому

      @@DavidReidChannel This is good advice.. *for games*, particularly games you don't plan ongoing post-launch development for. A lot of game programmers who come from a more "serious" field have a different intuition/preference for how clean, maintainable and robust the code ought to be. This is, very often, wasted effort. If you've done kernel dev, distributed systems, database engines, high performance network services etc, there's a good chance you're overengineering your game and do too much archtecture work up front, which then gets thrown out as you iterate. One shortcut heuristic I would suggest is: no, or minimal use of OO constructs. It's OK to use it functionally, eg if your engine/entity system exposes an OO API, but not semantically - you end up with complex inheritance hierarchies that constrain you and drastically enlarge the context you have to hold in your head at any given time, take up too much time in naming things and coming up with the "right" hierarchy and so on. A data-driven approach - thinking in the paradigm of a transform from game data + input -> frame output - helps to aggressively right-scope your code instead of tempting you with "opportunities" for "nice design", GoF patterns, "futureproofing" and other productivity black holes. It is important to understand that "it's just a game", so the cost function for various shortcomings that would be unacceptable in other fields tends towards 0 in game dev.

  • @SquifiMcDougall
    @SquifiMcDougall 5 місяців тому

    Well done!

  • @H0lley
    @H0lley 5 місяців тому

    wishlists are important sure, but I'd say don't get too hung up on them, either. launch day isn't actually that big of a deal for an indie game. sure, AAA studios need to have their game explode on launch day because after that, people will gradually move on to the next big thing and it's only going to go down hill from there. however, for an indie game, it's totally possible that it "explodes" (relatively speaking) one month in, six months in, or even several years after release. this can happen at any time by someone with an audience picking up your game and then kicking off a network effect. staking everything on some wishlist number and a single day is also extremely stressful and setting you up soul-crushing disappointment. so I'd say sure, work on your wishlists on the side whenever there's an opportunity, but don't stress too much about it. more importantly, try to engage with the various communities and foster relations with content creators while continuously providing increasing value with your products. that's the game as an indie. :)

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      This is really good advice. I'd like my games to have more longevity. I'm kind of interested in the long tail because as a solo dev the long tail is where I'm likely to fit in. Again, great advice. Thanks for watching and sharing your thoughts.

  • @dragonmagicstudio
    @dragonmagicstudio 5 місяців тому

    100% agree, funny people still complaining about a free game 😂

  • @KoryCode
    @KoryCode 5 місяців тому

    My game coming to steam next month, I did not know anything about steam game marketing a year ago, took a while I filtered through all the rubbish online but I found some genuine sources. Like Chris Zukowski or Thomas Brush. Now I'm on Steam Next Fest and got a handful of UA-camrs whish to play my game. By the way when I learn a new framework / language I write the breakout game :) As that was my first game I made on Atari 800XL. ;) So was fan to hear you do the Asteroids. :D

    • @DavidReidChannel
      @DavidReidChannel 5 місяців тому

      This is useful advice my friend. Also, I still clearly have a lot to learn because I don't know what Steam Next Fest is. Clearly I need to do more research. Breakout is a good place to start. Would be difficult on an Atari 800. I had a Commodore, I programmed on that. All my friends had a Spectrum. Good luck with your game. Thanks for watching and sharing.

    • @KoryCode
      @KoryCode 5 місяців тому

      @@DavidReidChannel Atari 800XL had the same processor than C64. All my friends had C64s, I did not have games (only 3) while my friends had hundreds on c64, that was the motivation. A half year ago I did not know about Steam Next Fest either. I did apply for other festivals too, with not much luck, though. I try to work on the game every day, even if I only change a colour somewhere, that helped to avoid gaps in progress last 6 months. Previously I worked on it on and off. At least 40% of time I work on marketing, only the rest is on the game. (specially as I'm completely new to marketing, and not to efficient at all)