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The demo looks cool, but for I really expected to read which libraries were used, what IDE did you use for programming, how did you package it for Steam release
by babuskov 8y ago
The demo looks cool, but for I really expected to read which libraries were used, what IDE did you use for programming, how did you package it for Steam release, etc.
Could you at least give some of those details here in the comments?
- peterjonesio 8y agoI would also love to get a detailed overview of the development of this game. I am currently at work but after a 5 minute muck around I have bookmarked it to take a better look when I get home.
- riadd 8y agoWrote some more details in the other comment, but if you have more questions let me know.
- riadd 8y agoYeah sure, I also want to do a blog post about it in the future, but I thought it would be nice to link to playable build for this submission directly. It uses our own HTML5 engine. Rendering is based on a simple canvas tag and 2d context draw calls. The code is written in CoffeeScript. The server runs on node. I just used SublimeText as text editor. We ship the game on Steam via Electron and the greenworks Steam integration. It has sold over 130,000 units so far. The regular price is around 15$ on Steam. Generally we're obviously very happy with the success considering that 95% of the content was created by two persons. The project started as a hobby project in 2012, so there are some technical decisions which I would approach differently now: - Using modern JS instead of Coffeescript - Using WebGL instead of Canvas For our next project we're considering switching to Unity since 90% of our distribution happens through Steam and 3d engines like Unity and Unreal are imho way more mature than HTML5 engines at the moment. The biggest obstacle for us in using HTML5 has been the player perception of web games being for free games that are built around grinding.
- dom96 8y agoFirstly, what you've achieved is really impressive so props for that. But I'm curious about plans for your next project. This might not have been possible with CoffeeScript, but for your next project have you considered targeting both the web platform as well as native using a language that supports both? [1] As far as I can see the main benefit of targeting HTML5 is the accessibility, especially for this demo. It would however be nice to get a native version for Steam (and possibly mobile platforms if those are on the horizon too). I think using Unity will get rid of this benefit as it will require the Unity plugin to be installed to be playable. 1 - A good example of a game that does this is Reel Valley, a game built to be played primarily on Facebook's game platform in the browser, but also targeting Android and iOS. Its code base is shared across all platforms with only small platform-specific bits needed for each. Definitely worth checking out: https://yglukhov.github.io/Making-ReelValley-Overview/ https://yglukhov.github.io/Making-ReelValley-Overview/.
- riadd 8y agoThank you! As far as I'm aware the Unity plugin is dead and hasn't been pretty much disfunctional for over a year now. The new approach for Unity is to export directly to HTML5, which already works somewhat nicely. Of course you have to pay with big package sizes since you're bundling the engine with your game. That's the biggest advantage of using a custom HTML5 engine which is custom tailored for one game. We've been selling the web version before the steam version, but after putting it on steam our revenue exploded 50 times and we put the web build a bit on the back burner. We're coming back to it now and will experiment with some ideas benefiting of the immediacy of the web tech. Even thinking about doing a MMO-ish web-only spin off for it. Will check out the ReelVally blog post. Very interesting.
- antonp 8y agoHey thanks for the details, riadd! I wrote a HTML5 browser game in coffeescript several years ago and I share your analysis: I would skip CS and use modern JS for a greenfield project today. Care to elaborate about the marketing side? How did you manage to get this amount of sales? Did you get any support from Steam on that front? Thanks!