Captain McSpacebiff (Wishlist)

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Captain McSpacebiff (Wishlist)

Captain McSpacebiff (Wishlist)

@SkunkDev

Two hobbyist devs making a sci-fi FPS/Brawler Wishlist on Steam today: https://t.co/SuPpTcU6GN Join Discord for updates: https://t.co/FOfDLAsjHe

Florida เข้าร่วม Mart 2013
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Captain McSpacebiff (Wishlist)
Development is moving so fast now, that this video from a few days ago looks completely jank by comparison to today If we can keep up this pace we'll have something really solid in the coming months #gamedev #indiedev #ue5
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Crayon
Crayon@CrayonMelon·
Marketing is mostly shouting at your followers to buy Ur game
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Sean // Hear Tell of Hauntings🥀
Once you start noticing how many third-person game characters walk with their torso rotated slightly you will never un-notice it
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XYB⚙️🧬♂️
XYB⚙️🧬♂️@EUSTACEDNA·
STOP I'M ACTUALLY FREAKING OUT WHY IS NO ONE IN THE COMMENTS SAYING ITS GREEN ITS CLEARLY GREEN NIT YELLOW
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Sean // Hear Tell of Hauntings🥀
I like Peak (and the devs) but I don't think it's healthy to encourage indie devs to chase trends and pump out games "before the fad dies". Too many people already see game dev as a get rich quick scheme. Indie devs should be encouraged to make stuff that they like.
Pirat_Nation 🔴@Pirat_Nation

Peak co-creator is encouraging indie devs to break free from traditional polished development cycles. Instead, he says, prototype quickly and lean into the chaotic, social fun that these low-fi co-op titles deliver while the window is still open. "Make friendslop games before the fad dies."

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Captain McSpacebiff (Wishlist)
@sean_gause "Just buy lottery tickets, it worked for me!" There're just some types of games that are inherently going to have longer dev cycles This type of advice is good for devs who don't know what they want to do But if the goal is guaranteed quick money You picked the wrong industry
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Captain McSpacebiff (Wishlist)
@podopriguez Wish there were more publishers doing mid tier funding There are a lot of really promising indie games that could be made for 100k-300k I've seen awesome games/devs fade out over the years due to lack of funding Having tried acquiring funding in the past myself it's tough...
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Andrei ⚙️ Forklift Interactive
It’s easy to see publishers as greedy: why wouldn’t you invest $250k to make $500k? Two reasons. For larger publishers, even doubling or tripling that kind of investment often doesn’t cover their overhead. For smaller publishers, the issue is different. If you sign ten such games, a couple will do well, a few will barely break even, and some will fail, despite your best efforts. The math only works at scale, and even then, margins are thin. The way forward is a different kind of publisher: nimble, flexible, low-cost, with practical approaches to marketing and production. This makes it possible to succeed with projects that wouldn’t work under traditional publishing economics, where high recoup costs raise the bar too much. That’s the model we’re building at Forklift Interactive. We invest up to $300k, focusing on systems-driven games with deep, long-tail potential, and ensuring that devs always get revenue from the first dollar.
PC Gamer@pcgamer

An indie asking for $250,000 is 'a drop in the bucket' says Tunic's publisher, but indies are in a 'survival' era because companies think that 'isn't profitable enough' to fund pcgamer.com/gaming-industr…

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森诺 ❤️ Immersive Sim
It’s my birthday. Please give me any advice or teach me something to help me improve. 🙇‍♂️
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Captain McSpacebiff (Wishlist)
@NilesSankey Getting that 20% better polish almost doubles the dev time Indies are content getting it "good enough" instead of "perfect" Most won't recognize the difference, it "feels" better without people knowing why IMO it's better to have a finished game than a perfectly polished one
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Niles Sankey
Niles Sankey@NilesSankey·
This is a great question and worth a repost response. 1. I'm a solo dev but I also purchase asset packs (and then I make custom changes to them). Without that, it would take two more people, one for art, one for audio (but still just three people total), although all the FX are 100% me! 2. The graphics in The Razorform are nowhere near the level of Destiny.. but I know how to economically sell it w good composition, lighting, and post processing. I think solo devs can get 80% there by themselves. It's like every additional +2% of gfx quality requires doubling the staff. So you very quickly need 1000+ people to make the game look 20% better. But most players don't care THAT MUCH. They just want a FUN game that looks pretty good.
Kill Me@yay_kill

@NilesSankey @Grummz Your game looks like a third person/top down version of Destiny. Given that you have experience in AAA development, why do you think that small studios are able to give us these kind of quality experiences but AAA developers need close to 1,000 people these days and huge budgets.

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tsitski (WISHLIST PARTIZAN)
JUST REACHED 10000 WISHLISTS THANK YOU ALL! LOVE YOU (PARASOCIALLY) THANK YOU!! i will work as hard as i can to make partizan the best game i can thank you!
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Captain McSpacebiff (Wishlist)
@EpicMcDude The AO-46 is a pretty interesting gun if you're looking for something older/unusual We ended up designing one of our guns based on it!
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Luis G. Bento //
Luis G. Bento //@EpicMcDude·
Suggestions for pre-2000s SMGs to add to the game? Yesterday I added an MP5 but it was pretty jarring switching to that the between Type 79, MAT-49, Walther MPL or MAC-10, doesn't fit at all. Currently animating an Agram 2000!
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kaguya
kaguya@kartosiewicz·
if you can be a fan of a game you havent played does that imply you’re also allowed to hate on games you havent played
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Jo
Jo@jogamedev·
Here's an example of how much money a game dev actually pockets after earning $100,000 of Gross Revenue on Steam: - ~18% (returns, chargebacks, taxes) = $82,000 - 30% (Steam's platform cut) = $57,400 - 0% (if you self-publish) - 15.3% (U.S. Self Employment Tax) = $48,617 - $4,377 (Federal income tax) = $44,270 - ~$0-$3,800 (State income tax) = ~$40,400 So you could pocket about $40,000, but don't be discouraged. $100k gross sounds like a lot but it's only 5,000 copies sold at $20. This is attainable, but it's also why it's important to keep your development timeline short. x.com/jogamedev/stat… Disclaimer: This is a rough simplified example for a US solo dev self-publishing as a sole proprietor with minimal other expenses. Actual results vary a lot by your location, business structure, deductions, filing status, etc. This is not tax or financial advice — talk to a CPA.
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Yttrium Rapier 🐀
Yttrium Rapier 🐀@YttriumRapier·
When I first played Prey (2016) I stopped after like 45 minutes because I didn't like the design of the wrench. I must have been in a bad mood or something, because when I started it again a couple months later, I realized that it was a goddamn masterpiece.
TheGameVerse@TheGameVerse

What game? 👀

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Indie Game Joe
Indie Game Joe@IndieGameJoe·
Is Indie Game Joe taking over everyone's feed? 😅 We are approaching 30k followers, and have helped so many undies already! Let's keep it up!
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