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Lisbon Games Week, Greenlight and Release


lxFirebal69xl

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As most of you may know, I've been working on "A Demon's Game" for quite a while now, but I'm happy to announce that it's almost time for it to actually release, but before that happens, there are a lot of things happening that I would love to let you know about.

 

 

N29J2Ka.png

 

Firstly, the game got accepted to be in Portugal's biggest gaming convention, Lisbon Games Week. I'll be there from the 17th to 20th November, I have my own booth where players can try the game, ask questions and I will also be giving presentations on how I managed to create an entire game by myself while having no experience or studies at all.

Best part of this event? I will be live-streaming the entire event over at my twitch account (link below). I will also warn everyone an hour before the convention starts so people have time to tune in.

 

 

CNoGTzK.png

 

Whilst the convention is going, I'll also be launching the game's greenlight page on the 16th November, just a day prior, this way I can not only promote the game but it's greenlight page as well during the convention's duration.

To help promote the game I also made a few (400 in total) business cards to hand out to people at the convention.

 

Here they are:

 

Front:

IMG_20161114_175844.jpg

 

Back:

IMG_20161114_175901.jpg

 

 

 

Releasing the game:

And now comes the most important thing of all, releasing the game, currently, I'm aiming for a January 3rd release. I have very little left to do and it gives me ample time to test everything out and fix/polish any mild inconveniences.

 

 

 

 

Convention Demo:

 

54abc61bddc1b119a75273d1de7eedd8.png

 

I also made the convention build available for everyone to try out, so if you're interested in seeing how the game progressed trying this little demo out would be the perfect way!

 

 

 

 

Links:

Convention demo: http://www.indiedb.com/games/a-demons-game/downloads/adg-demo

Twitch link: https://www.twitch.tv/firebal69

Game's FB page: https://www.facebook.com/A-Demons-Game-1609762912575762/

 

 

Thanks for reading!

Ruben

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The framerate is much improved, I'm getting between 70-140 with VSync off. This looks and plays great. One word of advice is don't make any last-minute changes before the show. I have seen people coding their games during shows because they broke something!

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The framerate is much improved, I'm getting between 70-140 with VSync off. This looks and plays great. One word of advice is don't make any last-minute changes before the show. I have seen people coding their games during shows because they broke something!

 

I've been testing everything and it's all running perfectly, so I don't think I'll have to do that! But I'm glad performance is better, that's really been my achilles heel in developing games, although it's a lot better now.

 

Hopefully this also gives leadwerks a bit of exposure as well :)

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Really cool man. You should think about adding in controller support. If anything, pick up a Steam Controller and bind said keys to it before you go. I haven't played with the controller in Leadwerks, so it's something you gotta look into. I wouldn't bother with native XInput as I believe that Steamworks is eventually gonna take care of that.

 

You might feel frustrated watching others play, but watch them play until they totally give up. You might have a person or two that might not notice something, and you might consider reworking a part to make it more clear.

 

At Dev Days, some people just wanted to watch a Dev play and talk about it, which is fine too.

 

One word of advice is don't make any last-minute changes before the show. I have seen people coding their games during shows because they broke something!

 

That reminds me of a few stories. One, before we went to Dev Days in October, The PUNT team was almost panicking to finish the demo level. It was like 10 at night and something was like really broke and the main mapper wasn't on to fix it. It was pretty funny, I was on the Discord laughing :D

 

I on the other hand finished the Blue Portals Demo a week in advance. :)

 

Also, while we were showing Jeep Alive and Kicking, Chamber 07 didn't work. A real disappointment, but it was just one chamber which I'm sure he played 100 times before.

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Really cool man. You should think about adding in controller support. If anything, pick up a Steam Controller and bind said keys to it before you go. I haven't played with the controller in Leadwerks, so it's something you gotta look into. I wouldn't bother with native XInput as I believe that Steamworks is eventually gonna take care of that.

 

You might feel frustrated watching others play, but watch them play until they totally give up. You might have a person or two that might not notice something, and you might consider reworking a part to make it more clear.

 

At Dev Days, some people just wanted to watch a Dev play and talk about it, which is fine too.

 

 

 

That reminds me of a few stories. One, before we went to Dev Days in October, The PUNT team was almost panicking to finish the demo level. It was like 10 at night and something was like really broke and the main mapper wasn't on to fix it. It was pretty funny, I was on the Discord laughing biggrin.png

 

I on the other hand finished the Blue Portals Demo a week in advance. smile.png

 

Also, while we were showing Jeep Alive and Kicking, Chamber 07 didn't work. A real disappointment, but it was just one chamber which I'm sure he played 100 times before.

 

I would love to implement steam controller support but I lack the funds to buy one sadly, although it's in my "TO DO" list either before the game releases or soon after.

 

And trust me, I've been testing the demo for the convention almost religiously, it's working fine, I had it finished on the 12th, and I'm already expecting some people to rage quit, which is fine, as long as they give me constructive criticism :)

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