Discover and read the best of Twitter Threads about #indiegamedev

Most recents (24)

This month I finally convinced myself to tackle the undo-redo system since it was becoming a premonition of a technical debt👀

And of course I decided to make it animated. How hard can it be, right!? 😂 [1/10]

#screenshotsaturday #indiegamedev #rustlang 🦀 #procgen #bevyengine
[2/10] Undo is essential for this game to stay playful and relaxing: if you misclick, a cat jumps on the keyboard, or you simply change your mind, it should always be easy to go back.

I had been scheming an undo system for a while, and now was the time to roll up my sleeves 💪
[3/10] Undo-redo for terrain and paths was pretty straightforward. Since the interactions between systems are procedural, a lot of animation is happening for free 😎 For ex, arches appearing where paths cross walls, stones arranging along a path, or walls sticking to the ground
Read 10 tweets
Our open license materials grow!

Motif Toolkit SRD, based on the popular Motif Story Engine & Runs On Motif #indiegames.

Two open source #TTRPG games: The Princess and The Dragon + For Treats! For Glory!

Diceless SRD [Opus Theater] & a Motif SRD dice pool add-on coming soon!
With the Motif Toolkit SRD, you can create your own Motif tools and games!

Wanna add some low prep or #solorpg oracles to your existing indie #TTRPG? You can!

Have an idea for a game completely running on Motif? You can!

Commercial use allowed.…
You're Our Hero. Knight. Legend. Beloved fiance of the Princess.

The Princess is Evil.
You're gay.
The Dragon is your true love.

Set out on a quest to rescue your lover from the wicked Princess & find your happily ever after!
#TTRPG #solorpg…
Read 5 tweets
Here's a graph showing how "Legit" Steam Reviews influenced my game.

So yeah- if you have a relatively obscure game you like, write a review.

#indiedev #gamedev #madewithunity #indiegamedev
Yoooooooooooooo 106 likes. Most liked tweet. Thanks you guys for all the interaction and getting word about reviewing games.

I appreciate it.
You fools better review some obscure indie game you have.
As an extension and for more clarity, take a look here.
AFAIK, the most important thing to take notice is the logo at the top right of each review.

I have 1 negative review.
Received for free checkbox remains to be an enigma. I don't understand the purpose.
Read 4 tweets
I've asked you about the best ways you know to market your game. Here are your answers:
#indiedev #indiegame #indiegames #IndieGameDev #gamedev #gamedevs #GameDeveloper #gamedevelopment #videogame #videogames #gamers #gaming #indiegaming
Leading Answer: Build a community organically. You can do this by doing two things

First off, stay active and consistent in posting progress about your project. Gifs and Videos are best. Post even if you feel like you have nothing to show
Secondly, engage with other creators - help them when possible, be social, try to grow THEIR project. What goes around comes around
Read 14 tweets
Finally! Here it is - my free #UE5 Lumen and Nanite compatible toon shader. 3 methods for cel shading, 7 methods for outlines, and a custom function example. 🧵Breakdown thread below (1/15) 👇… #UnrealEngine5 #gamedev
This is an unlit surface shader. The diffuse and specular colors are based on the main directional light in the scene. Very consistent results, but we can do more... (2/15) #UnrealEngine #GameDev #ToonShader Image
Here I desaturate the final render, mask out the shadow and change it’s color to match the cel shading bands (3/15) #UnrealEngine #GameDev #ToonShader Image
Read 15 tweets
1/1 New program for #TTRPG #gamedesign newbies! With the launch of the Motif SRD, we're offering to help a few new RPG designers build their own Runs On Motif Licensed games.
Step 1 is to check out the SRD and give it a solid read.…
2/2 Step 2. Pitch us your Runs On Motif Licensed game ideas.

Summarize the general concept, who players are/what they can do, & describe the intended genre/themes/feel of it. If you have some mechanics ideas, that's great. But we'll help with that.

#TTRPG #indiedev #indiegames
3/3 Step 3. We select a handful for the first round and walk them through developing their games. There is no cost except for a requirement to append a statement about the mentorship to the Attribution Text for the Motif SRD and consulting credit.

#TTRPG #gamedev #RPGdesign
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It's #SearchingSunday for our #TTRPGfamily! Tell us what #TTRPG and #Geek requests you have! Looking for advice? A kind of product or type of game? Collaborators? Show guests? Tell us what you're searching for! And if you can help out or provide an answer for another, please do!
We're currently looking for more eyeballs to look over our brand new Motif #SRD and give us feedback. We want to hear all the opinions, positive and critical alike! Also, any requests for clarification or expansions are quite welcome!…
#TTRPG #opengaming
P.S. Any PWYW donations for the SRD are exactly matched for our charity drive. Pay $5, our donor adds another $5 to the charity fund for food banks and supportive housing!

#TTRPG #indiegamedev #opengaming
Read 5 tweets
Upcoming #ttrpg titles:
* Our Dark Lord
* Keys to the Kingdom
* Motif Fantasy Pack
* Bears & Bogeys
* Angel Symphony Restoration
* Hosanna: The Living Sea
* Hidden World of Cats
* Beary Bear Bears Save Valentine's
* Oops, Necromancy!
#IndieGameDev #trpg
Our Dark Lord. Play veteran/middle management minions of a supervillain or great evil, trying to find a life/work balance and keep surviving.

Keys to the Kingdom. An Event touched a Place, forever changing it and transforming many of the things in it into Keys.
Motif Fantasy Pack. Options, flavors, and patches tuned for fantasy RPGs for use/compatible with the Motif Framework.

Bears & Bogeys. Play animate dream-warrior stuffies & dolls defending vulnerable Wards against the power of Nightmare and its Bogeys. Sensitive content.
Read 8 tweets
I'd starting working on a co-op #wordgame in the year of the void (2020). It was a mashup of #scrabble & #tetris and though the idea seemed like it'd be fun, the gameplay felt too slow or too fast. On top of that, the logic I implemented for checking strings for valid words 1/5
was expensive and prevented players from easily making the words they wanted to make. For example, the only way to make the word RATES would be to place RA_ES and then hope you get the T by the time you needed it. 2/5
So the #unity project sat in its folder for a few months, until last week, when I had a couple of ideas for it. I was supposed to have ideas for #sandsofchaos, but of course that didn't happen. Need idea for A? Here are three ideas for B. Thanks Brain! 3/5
Read 6 tweets
🌊I took out an older model from me and loaded it onto @Sketchfab. It is one of my favorite works and part of my #IndieGame project.⚓

#IndieGameDev #GameDev #3DArt #DigitalArt #JulesVerne #Steampunk #CGI #Rendering #Cinema4D #Substance #DigitalArt #Art
These renderings are not new, but for the completeness of it, I will post them right here as well.

#IndieGameDev #GameDev #3DArt #DigitalArt #JulesVerne #Steampunk #CGI #Rendering #Cinema4D #Substance #DigitalArt #Art
The whole thing was meant as a rework for myself to see my progress. I did my original work at the beginning of my studies(2015). The new diver was created shortly after my studies(2018-19)
This is the old one i made at the beginning of my studies. it is much simpler and chunkier
Read 3 tweets
Ok so let's turn this into a little Friday #indiegamedev business thread!

How I pick my next game project: first I pick an interesting genre, setting, feeling, vibe, mechanic that I want to explore. We all have many ideas, so pick the one that keeps occupying your brain
I then give myself 2-4 weeks time to build a prototype with that core idea up and running, so that I can figure out if it really works and if I can get enough ideas going to turn it into something more.

It's either: yes, this is something, or NO, move on to another idea
I also start showing mockups and early running code (as faulty and simple as it might be) from day 1 !

Just to see if it vibes with others. Based on how people interact with gifs, videos, images, chats of the prototype, it's a nice indication if this has merit.
Read 6 tweets
I built a #Cinema4D Xpresso plugin to create hydraulic stamps quickly and efficiently and to animate them later easily. a small speed modeling #mech can test the hydraulic stamps now. #IndieGameDev #3D #modelling ImageImageImageImage
Some Movement Testing
Read 4 tweets
Hi #IndieGameDev, a small hack for your game market study: the targeting tool of Facebook Ads Manager…
You might wonder how big is your market or at least a ballpark idea of its size. Niche? Mass market?📈
Here's a tip:
(Thread 👇)
#marketing #gamedev Image
Start a draft of Ad Campaign on Facebook Ads Manager & test your target criteria 🎯
During the process, the tool will give you an estimation of your audience. For free 👍
(Of course you need to define your targets first, but it's a crucial exercice to do in any case)
Here is a quick and lame example: Let's say that I want to create a racing game around Star Wars universe.
Location: Worldwide
Age: 18-45
Interests: Stars wars AND Racing games
Potential reach: 1.5M Image
Read 5 tweets
One thing we learned the hard way while writing on @CryingSuns with @IanReiley is how important it is to playtest your narrative onboarding. Here is a small story about the infamous “Missing Cargo” ⤵️

#narrativedesign #IndieGameDev #whatwentsouth
Crying Suns starts with the main protagonist, a clone of a famous fleet admiral, being unfrozen by a strange AI. To sum it up roughly, he learns that he is in a super secret facility on a remote planet and that an AI awoke him because they didn’t receive their usual shipment.
So something might be very wrong out there because the empire is NEVER late. They need him to go take a look about what’s happening, explicitly telling him that it’s not about the shipment but about making contact with empire authorities.
Read 15 tweets
Hi #indiegamedev,
I know many indie developers wonder how to fund their game. Let's talk about it with graphics and figures.
Here is the example of @CryingSuns 👇
Feel free to reply with your funding structure fellow indies 🖖
#gamedev #gamefunding (thread) Image
Basically, in our case, revenues from previous games and work for hire.
(It could be your own savings of course if you start from scratch)
Self-funding is risky but freedom has a cost of course.
Work for hire also has a cost: time and energy you don't spend on your game, delaying your schedule.
Read 12 tweets
You're job CAN be your life but it doesn't have to be.

I enjoy my job, I'm good at my job, but I do it so I can support my family.
Can Apple and Android get their emoji game in order? I'm getting sick of seeing crossed out boxes
It's odd how often accepting people comes with stipulations.
Read 1019 tweets
(1/9) A thread on the most important learnings I share with developers who ask me for advice on launching their debut indie game on Steam (in 2020 or beyond):

#indiegame #indiegames #IndieGameDev #gamedev
(2/9) Your pre-launch wishlist count matters. It impact the surfacing of your game store-wide, and a huge portion of your sales are going to come from wishlist conversions.

Steam users who have wishlisted your game get an e-mail when your game launches or is discounted at >=20%.
(3/9) The most lucrative section your game can be in is in "Top Selling" globally or regionally. These are automatically calculated very frequently based on revenue velocity so it's important to generate sudden massive spikes in sales which require large wishlists.
Read 9 tweets
People seek our advice bc of our large #playtesting pool. Real #IndieGameDev talk? It was PURE LUCK. We have no special advice. Me (Liv) and Jim went to school in the States. One of our classmates knew the Rev from LGBT and adult sex ed presentations. #TTRPG #indie #TRPG (1/4)
We three ran a #LARP Rev Casey wrote. He ran a game in his home city. 2 other cities ran LARPs too. Plus a gaggle of "LARPletops". By the end, we had over 200 people who played the game. The Dallas and Boston ppl especially stuck around, *starting* us with 60+ ppl. #TTRPG (2/4)
The Rev is... prolific. Non-stop idea machine. Endless notes & brainstorms. Piles of material, from fragmentary concept notes to full drafts. 1/2 the original testers (around 30) stuck around and built tables. Jim and I kept at it as #playtest leads. #TTRPG #indiedev #RPGs (3/4)
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#selfpromosaturday for my late night #TTRPG, #PodernFamily, #artists, and #writing lovelies! Drop your hype and links! Share your lovely stuff with us! Like, rt, follow, comment to each other, be excellent. #SelfPromotionSaturday #TRPG #RPG #gamers #fantasy #horror
#Motif Story Engine seamlessly enables #solorpg, #GMless, and #noprep play. Use it with your favorite #TTRPGs, like #DnD or #SavageWorlds. Simple 3d6 system with rich results. Includes patches for twists & turns and running mysteries. #TTRPG #IndieGameDev…
No Angels Live Here, an occult detective agency #TTRPG supporting everything from single player #solorpg mode to classic #GM tables. Player facing system without NPC rolls. Explore a supernatural world and join the fight against the Dark! #IndieGame #Motif…
Read 5 tweets
Finally what I actually wanted to post 😅

Here is a first dynamic update version of the rendering

Got a couple of things to optimize and reduce/remove some expensive operations that cause drops in the video

@ElaborateGames @AlexanderBorner @unity3d #screenshotsaturday

Doing shadow culling could potentially improve performance a lot

but it's perhaps not necessary for our usecase so that's just a sidenote
Started adding support for additional properties per instance (test with subtle brightness variation)

@ElaborateGames @unity #gamedev #madewithunity Image
Read 39 tweets
Hello everybody, today i'll be posting a thread on the creative process of our latest game. This thread will contain spoilers so if you haven't play the game yet i suggest you do it first.…

#indiedevhour #gamedev #IndieGameDev
First, I'd like to mention that the game was made during a game jam that lasted 4 days. This is the reason why the workflow can look a bit messy ; we had absolutely no time and had to create an entire universe, with a story, props, characters and textures, in only four days.
First we randomly picked a theme between these, it was a rather open theme so we had to narrow our ideas down, we made a mind map and ended up with a specific type of game based on riddles. From there @Nescience_1 came up with a story and we started working.
Read 20 tweets
I was recently looking through the official OG Japanese Darkstalkers guide. All the screens were photographed from an arcade monitor, reflecting how Capcom meant for the game to be displayed. These sprites were optimized for CRT monitors!
It's become a running joke that Morrigan's unchanged sprite looks so out of place in all the VS games. But when you look at her sprite as it was meant to be displayed, in Darkstalkers, on an arcade monitor with scanlines, it looks great!
Something that will be very difficult for future generations to understand (because it just can't be emulated properly and even photos are misleading) is that older console and arcade games didn't look low res upon release.
Read 15 tweets
It’s Saturday, so we’re gonna talk game tech! Binding of Isaac. No Man’s Sky. Killsquad. Different on the surface but, under the hood, a common approach. Today, we deep dive on procedural world generation for games! #gamedev #indiedev #IndieGameDev #indiegames #UE4 #unreal
If you want replay value, procedural is the way to go. Instead of building everything by hand, and enjoying it once, in a procedural approach you start with primitive elements, and rules to combine them, to build a game you can replay with a different experience every time.
This can be more or less complex. On one end, enter @NoMansSky, where everything is procedural, from plants to full planets. Here the load goes on the “rules” side, with exotic math paving the way. Wanna know more about it? This article is a great start:
Read 10 tweets

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