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GTGD S3 GTGD Unity
STEAM GROUP
GTGD S3 GTGD Unity
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 This topic has been pinned, so it's probably important
Nomax 3 Jan, 2016 @ 12:27pm
I just had an idea!
So GTGD will finish the tutorial series release it on Steam etc. etc. Then what?

Why not take the tutorial series to the absolute End

Show us how to get a game on to Steam!

The Greenlight system, making a simple website, promoting the game, making a youtube trailer, screenshots Tips on promoting our games Indie DB etc.

Then GTGD will take you from creating the first cube in Unity to Selling the game on Steam

No one has done that before !

That would be Awesome !

IMHO
Last edited by Nomax; 3 Jan, 2016 @ 12:28pm
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Showing 1-6 of 6 comments
Originally posted by Nomax55:
So GTGD will finish the tutorial series release it on Steam etc. etc. Then what?

Why not take the tutorial series to the absolute End

Show us how to get a game on to Steam!

The Greenlight system, making a simple website, promoting the game, making a youtube trailer, screenshots Tips on promoting our games Indie DB etc.

Then GTGD will take you from creating the first cube in Unity to Selling the game on Steam

No one has done that before !

That would be Awesome !

IMHO

I could do something like this. I would have to step out of the detail though. Maybe I might be able to turn the S3 project into a survival game. I wouldn't be able to show every detail, because a huge amount of work goes into a proper game, but I could go over the general topics and what is being done.
I've had further ideas

2 Minute Survival! might be the name of the game. As an extension to S3 after chapter eight I could make some general type of tutorial videos.

Here are some rough thoughts of what I can teach in general tutorials:
1. Make a game within your means, for example; I'm just one person and I do a day job to earn a living (engineer in my case, you might be a student, in volunteer roles, or whatever your case may be) so I can't allocate five working days a week to developing my game. So I must discipline myself and forget day dreaming about making a CoD or CS or Skyrim, I flat out can't out make one of those awesome games because I'm just one person and those were made by whole teams, and I don't have enough hobby money to hire people to make custom stuff for my game.

2. Ok so now that I've accepted my constraints what can I make that will be awesome and fun?? Well perhaps I will make something that is like other games out there but with one or two gameplay elements that make my game a bit different. Hmmm... ok so I'll make an FPS game but how about I make it an intense "survival" game where the player is placed in a very small randomly generated dungeon and they must fight their way to the exit with whatever they can find. On completing the level they'll be rewarded with some random resource reward and experience points. With resources the player can craft and upgrade weapons. With experience they can boost their abilities (such as more melee damage, more shooting damage, better shooting accuracy when running. maybe carry more inventory items).
If the player dies then they die forever but their next character can inherit one item. As they get to higher levels in the dungeon they encounter new types of enemies. After a certain number of levels the player does escape and then it's a happy game over (I just feel that a game must end, including sandbox ones, otherwise players can become bitter after they've played the game so much so that they can no longer derive any enjoyment out of it). On winning the game perhaps any new characters they make will always receive some cool starting item to begin with.

Or maybe the game can just be a randomly generated safe house that the player can setup a bit and then they have to survive two minutes of intense zombie waves crashing against their safe house!

3. I can mention asset store store items that I use and roughly how I use them to make my game.

4. I can explain a bit how to make an IndieDB page, YouTube videos, and then a Steam community group and what I've found to work and not work. Also you must have friends, real friends are the most important especially if you don't have fans on an existing channel, and next are your Steam friends.

5. When I have enough audience (or I feel confident) then I'll show how to make a greenlight page and what I've learnt for trying to present it.

6. Hopefully get greenlit and then wrap up with some lessons learnt and some tips for when to release the game on Steam (the key lesson is basically don't rush and get feedback from the players that will make the game more fun, and that's what I learnt from my Guild Commander launch). Maybe or maybe not I'll be able to show a bit about the Steamworks side of things, but probably not because I'm not very knowledgeable on integrating Steamworks features (I only went as far as achievements with Guild Commander).

7. If you make a cool looking game that's different from mine than I'll play it and make a video to help promote your game since I have at least a few fans, just enough awesome people to drag me through greenlight :steamhappy:
Last edited by Gamer To Game Developer; 4 Jan, 2016 @ 11:22pm
Nomax 5 Jan, 2016 @ 12:31pm 
This is just awesome and I think taking the tutorial videos all the way will be incredibly valuable for "would-be" game developers.

The reason I am so passionate about GTGD S3 is because I intend to use it as the basis of my first game.

The advice I hear most frequently is "Make a small game and go though the full development process because you will learn so much"

I follow Extra Credits and last year the did some videos which explain it much better than I could.



Making Your First Game: Basics
https://youtu.be/z06QR-tz1_o

Making Your First Game: Practical Rules
https://youtu.be/dHMNeNapL1E


Making Your First Game: Minimum Viable Product
https://youtu.be/UvCri1tqIxQ


Making Your First Game: Launching!
https://youtu.be/qxsEimJ_3bM
I think those videos are accurate!
Last edited by Gamer To Game Developer; 14 Jan, 2016 @ 3:23am
Nomax 15 Jan, 2016 @ 3:38pm 
I'm glad you think so, seeing as you've been "through the mill" I am thinking I should do a Minimum Viable Product just for the experience.
Sabius 10 Feb, 2016 @ 2:55am 
Nice idea :steamhappy:
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