At least you did not start with implementing your own homegrown game engine for your non-existing game.
A physics-based dragon MMO?
I was worried you stole my idea but you obviously haven’t considered the extensive breeding gameplay loop.
No, I'm constantly thinking about breeding dragons.
More like a cube-based dragon OpenGL rendering library. All the dragons were cubes.
I kind of want to play this cube-dragon game. A game that’s funny and well done in every other respect but the visuals sounds amusing.
What, you don't like cubes? You some sort of anti-cubist?
Cubes are great and render really fast, and you can even have cubes in different colors.
If you’ve got the hardware for different colours, sure. Most will see only greyscale cubes.
I've done this and I enjoyed it. I dunno why, but I love developing frameworks. Ended up writing two mini games for my engine (breakout and curveball) so that it could actually do something, at which point I discovered how difficult accurate collision detection is. Though it was about 20 years ago, I should rewrite the engine for DX12 and Vulcan (it's DirectX 8 iirc, needs to be more modern) and then see if I can do better with the collision detection.
Lol I could probably rewrite the games from scratch in Godot and have them finished in a few hours despite only being partially through the beginner's tutorials, just to give an idea of how basic the engine and games were.
But it was still pretty fun to make!
Retro game jam devs say: as opposed to what?
Flip it the other way around and you have large companies plans
For me:
Coding: Godzilla
UI/Accessibility: Godzilla
Art: Chrome Dino
Marketing: Chrome Dino
Pixel art is dope tho
It is when it's a design choice. More often than not though it's being used because I can't draw.
Try learning Inkscape. Vector art is a largely untapped niche in indie games, and I'm using it extensively in my project.
Can be
Given the chrome Dino is built directly into the most popular web browser I'd say that's pretty good marketing.
Marketing costs money. The only free marketing tool is email and you likely don't know enough people to email until they buy your game.
One of the biggest falsehoods about social media is that doing it counts as marketing.
Paying for ads on social is marketing. (I know you all hate ads, but we're on topic here for marketing some software)
But social either reacts to your popularity or is built in its own self-reinforcing rules. It's an entertainment platform that will only grow in following if you entertain in that channel. Tiktok follows don't build Twitter follows. Tiktok content isn't the highest performing Twitter content. Posting to either once does nothing, Posting to either regularly for years - if you post good content and are lucky - does build a following which then you can try and market to, or leverage for marketing means (e.g. funding, grants, in kind support, quid pro quo) - but you can't just start marketing to people and expect them to like it as - as forementioned - everyone hates ads.
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