So I kind of hate marketing my game because it feels spammy, but it's a big part of whether or not the game is going to be successful and gain any traction on steam.
So with that being said I want to say thanks to everyone who wishlisted the game in the past few weeks! It means a ton to me and it's a great motivator to keep working and make the game as good as i can for everyone who's excited to play it.
And for those who haven't seen it yet but want to check it out -> https://t.co/3MuyPRRQ9j
@planter222 I was under the impression that if you have lots of pre-release wishlists, you are more likely to show up in the "Popular New Releases" section of steam, which helps with discoverability. Does it not work like that?
Respectfully disagree. Posting your game directly leads to wishlist conversions, which is a primary factor in steam's algorithm. The more wishlists you have, the more likely steam's algorithm will go to work promoting your game for you.
I've measured about a 0.5% to 0.75% x post views -> Steam wishlists.
Yeah it's a bit harder than it looks, mostly due to time constraints. The game logic says that if there's line of sight, then face the player. Otherwise face the direction of movement.
If they always face direction of movement, they do weird things when they are forced backwards, like spin around suddenly.
I'm trying to avoid needing full animation suits for each enemy since it's just myself doing everything. So some small sacrifices need to be made on the visuals of this probably. We'll see.
"This game looks fake"
That's what some people are telling me on social media about Resistance is Brutal
I promise it's not. What you see is actual gameplay, developed entirely by me in my free time.
All art, all animations, all vfx. Just me. And it runs at 60fps.
Wishlist here:
https://t.co/3MuyPRRijL
@josh75130668590 they just beams with some particles coming off of them. the shader uses an inverse square energy so they look nice and hot at the center of them
60 Frames per second.
That's what gamers deserve when playing Resistance is Brutal.
I'm pouring everything I have into making this game as performant as possible from the very beginning, even with 100s of enemies on screen at once.
If you liked the chaos of vampire survivors, you'll love this.
Please consider Wishlisting! It helps a lot.
https://t.co/NBLn3gz5st
@nickdiazofnauts I used multi threaded ECS systems instead of actors, primarily. This helps keep the game thread running at a reasonable speed. Also using vertex animated entities rather than skeletal mesh. Those are two biggest things.
@richmugen A good understanding of Ray marching techniques, fluid simulation, shader programming and some friends who teach you the math and physics of black holes. And some artistic capabilities
I revisited my #UE5 blackhole project recently. Updated the lighting. Before the light was only coming from the photon sphere around the event horizon. Now, in addition to that, I've added light coming from the gas itself, which gives it a much more realistic appearance.
More screenshots in thread.
The disk was simulated with Niagara. Rendered with a custom ray-marching material which contains physically-accurate calculations for rendering the gravitational lensing of a non-spinning black hole.