Releasing a demo too early! - PokeyPoke Devlog #8

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  • Опубликовано: 31 дек 2024

Комментарии • 103

  • @uheartbeast
    @uheartbeast Год назад +48

    Congrats on the new demo Shaun!
    The advice about Steam Next fest is a big one. Waiting to participate until you are nearly ready to release seems like the best approach.

    • @Jt9393synyster
      @Jt9393synyster Год назад +1

      This is true, however, putting it on Steam Next early can get you an idea of how many wishlists you will get and answer the question if you should work on the game for 2 years or cut features and ship it right away because it did poorly on the festival. It's a complicated balance.

    • @AramoniumGames
      @AramoniumGames Год назад +3

      Except you can't just wait "until you are nearly ready to release" to sign up for Next Fest, as there is a months long signup/eligibility process.
      eg lets say you think the June 10-17 Next Fest is suitable, Registration Deadline is February 26, Demo needs to be submitted for review by April 15.
      So the demo needs to be fully finished just over 3 months before Next Fest, and you need to enter 4 1/2 months before. And this is why Next Fest February is already closed.
      One Indy Dev complained that he cannot even enter Next Fest, as the next one is already closed, and the one after a month after he releases his game.

    • @uheartbeast
      @uheartbeast 11 месяцев назад +5

      @@AramoniumGames Yeah timing is tough with Next Fest and it isn't an easy thing to deal with. I should clarify that I don't mean "wait until you are ready to release and then go try to submit to Next Fest." It's something that needs to be planned well in advance. When I say "nearly ready to release" I mean your release is 3-6 months out. I think it's reasonable to plan a Next Fest demo in that time window.

  • @Yaso_Nex
    @Yaso_Nex Год назад +37

    I think it's kind of EGG and CHIKEN dilema! because without your early demo players couldn't have encourged you to actually keep working and finishing your game knowing that your idea really deserve your upcoming time and effort you will put in it!

    • @SaraSpalding
      @SaraSpalding  Год назад +8

      Kinda! Like I said there's been a lot of benefits, and it's impossible to know what would have happened if I hadn't released it, so there's not much point worrying about it now!

  • @stufco
    @stufco Год назад +4

    This is some good food for thought.
    Also, as a fellow participant in the GM48 during which you made (i think) the first iteration of PokeyPoke, it's really cool to see how much you've stuck with it and carried it forward. Congrats on building PokeyPoke out to a (nearly) full game!

  • @autismandgaming4532
    @autismandgaming4532 7 месяцев назад +2

    I believe an excellent example of the discrepancy between a Game Demo and the Final release is Pizza Tower. While the full game and early builds do share DNA, there's no denying that they are COMPLETELY Different games

  • @defnotreal_
    @defnotreal_ 10 месяцев назад +1

    I went through this when putting out a demo last year. It was very rough around the edges and definitely needed more time, but some shortcomings throughout the team made us prioritize other parts of the game, and we ultimately sent it out when we could play from start to finish. Luckily, the vast majority of people who played it were very positive towards it and saw potential in it.

  • @xotmatrix
    @xotmatrix Год назад +3

    Looking really beautiful, Shaun.

  • @WangleLine
    @WangleLine Год назад +10

    You put this into words really well. Lots of publicity stuff is hard to undo

  • @RewdanSprites
    @RewdanSprites Год назад +1

    Hey Shaun, glad to see you are finishing your project and it's going well. You've helped my dumbass out a lot when I started making games following your tutorials so have wishlisted the game. Looking forward to the release! Good luck!

  • @eyalav6293
    @eyalav6293 Год назад +7

    I have played both and loved both
    Gotta say tho i really missed having viewing towers
    Like in celeste where you can see an entire room
    I would love something similar because on some of the more difficult challenges it was frustrating not being able to see the rest of the level

  • @hartvenus
    @hartvenus Год назад +1

    hey! I just found your channel and I really like your laid back vibe with these devlogs, thank you very much for providing quality content :D wiish you the best for you and the game

  • @DeavtheDev
    @DeavtheDev 7 месяцев назад +1

    Hey shaun, i recently got into gamemaker and game dev sadly i tried following your platformer tutorial and the code doesn't work anymore 😢 are you planning on doing new tutorials? * I hope your doing well!

  • @Funkyo
    @Funkyo Год назад +1

    As a beginner game dev, I really love your videos. Super informative and transparent about the process!

  • @minirop
    @minirop Год назад +2

    one thing, as a player, I don't like much about demos is when the game isn't planned to release "soon" or is in EA for some time still.
    I sometimes play too much of it and kinda get "burnt out" so when the game releases, I just never play it (even thought I might still buy it)
    This is especially true when the game's quite long (if the demo is like 2h long, I might not want to redo those 2h) or if it's not a game I fully enjoy (I can replay Mario 64 for hours on end).
    I'll probably still try the demo because I like puzzle-platformers.

  • @tonguesurgery7188
    @tonguesurgery7188 Год назад

    Very well said. Figuring out the best time to release a demo is a real challenge, and it's different for every game. Even more so when you want to get player feedback!

  • @littlerowlet8638
    @littlerowlet8638 9 месяцев назад +1

    Where is Turn Based RPG Battle Part 10??? Please make it

  • @vboost
    @vboost Год назад +1

    Happy to wait & enjoy it when it's done. Now to try the new demo :)

  • @Usuariosesentaynueve
    @Usuariosesentaynueve 11 месяцев назад

    I've been waiting a long time for a demo. I have been watching the development of this game for a long time and being able to try it genuinely excites me.

  • @cjslippin9274
    @cjslippin9274 10 месяцев назад +1

    Hey Shaun! I know it’s an old series for you now, But would you know if it is still viable to follow the RPG tutorial series? It’s the most comprehensive of RUclips IMO but I don’t know if maybe it would be out of date at this point, Or if GM is still basically the same as when you made it?

    • @SaraSpalding
      @SaraSpalding  2 месяца назад +2

      I know you asked this 7 months ago lol but I would argue its still very fine to follow the RPG series. There might be some weird hiccups here or there and easier ways of doing some things are now available but all the principles are the same.

    • @cjslippin9274
      @cjslippin9274 2 месяца назад +2

      @@SaraSpalding thanks so much for replying Sara! I went ahead and followed along and you are right for the most part everything still works great, And the hiccups weren’t too hard to figure out you actually covered some of the possible issues like Scripting. Also figuring out the hiccups was a very good learning experience! I’m still tipping away at the series and have learned so much and enjoyed it so thanks again!

  • @menik6575
    @menik6575 Год назад +1

    You have a point here Shaun, but I tuned out completely for a bit watching you get that timed ruby where you gotta nail the bottomless pit. Damn that was satisfying.

  • @thomasrosebrough9062
    @thomasrosebrough9062 Год назад

    The business and marketing side of game development has always been the most overwhelming hurdle that keeps me from taking a game to a complete stage. I think despite any bumps in the road the act of getting the game out there in front of players is already a huge accomplishment.
    Also just played the new demo (hadn't played the original) and its super fun and has the professional level of polish I would expect from a steam game. Definitely wishlisted!

  • @MncMarcos
    @MncMarcos 9 месяцев назад

    I just played the demo, and it was great, I loved the revelation of using the spear to dash in all four directions, I haven't got that feeling of a good platformer since Celeste, good luck with the rest of the development, I'm waiting on the full release now!

  • @TheRealAudioDidact
    @TheRealAudioDidact Год назад

    Good luck Shaun! I'm staying tuned.

  • @solindiegames1999
    @solindiegames1999 Год назад

    Great video with all the points being valid. I think for a lot of developers (me included), releasing 'a' demo is a HUGE mental milestone that launches you into the next phase of the game dev lifecycle. Oh, and wishlisted 🙂

  • @BlazertronGames
    @BlazertronGames 8 месяцев назад +1

    Would you still recommend gamemaker? It seems like it has been recommended less and less over the past few years. I started using godot years ago, but ive grown very frustrated with certain things in the engine, and i want to take a break, but im also not sure about sinking too much time into learning gamemaker if it has gotten worse over the years. I did see someone complaining about bugs in the engine. What do you think?

    • @SiegfriedTheCatfish
      @SiegfriedTheCatfish 8 месяцев назад +1

      Godot is not good at all. I started with Gamemaker now tryed unity a few months and iam going back to gamemaker its better for small 2d games

    • @BlazertronGames
      @BlazertronGames 8 месяцев назад +2

      @@SiegfriedTheCatfish After a few days using gamemaker, it's actually made me realise how good of an engine Godot is. It's way nicer than gamemaker in a lot of ways, especially lots of subtle ways. I'm still going to stick with gamemaker for a while, because I want a break from Godot, but godot is definitely not bad. My main frustrations with it are problems you find in pretty much every game engine, small problems that aren't really a problem, but start getting frustrating over time, and things that don't work the exact way that you want. But literally every engine has those. I've realised gamemaker has a lot of them, too. Mainly subtle things, but if you let them frustrate you, the anger grows over time, which is what happened with Godot for me. Now I realise that I was overreacting.

    • @amalayum
      @amalayum 6 месяцев назад

      Godot is in the worst state it's ever been in. GameMaker litreally just released version 2024 the other day sooooo. I mean you do the rest of the thinking. Unity on the other hand is a joke. Their licensing altogether is a reason to never ever consider them.

    • @BlazertronGames
      @BlazertronGames 6 месяцев назад +1

      @@amalayum how is Godot in its worst state? The latest version is far better than Godot 3 to me, and it gets better with each update.

    • @kiwifilms90
      @kiwifilms90 5 месяцев назад +1

      Updated to the newest version of GMS2 two days ago - would've been the biggest mistake and lead to my still fairly young road if learning game development to an abrupt end. Luckily, I still had the prior versions and went back to the one that works properly. Shaun's codes used in ARPG work for about 75% of the time, but with the new update it feels like his ARPG tutorial would've been way too outdated to rely on. A simple (animation_end) function suddenly doesn't work in the new update and it would make my game completely unplayable. Ridiculous. Thank god I still have the older versions of GMS as back up. 😅

  • @sammaster999
    @sammaster999 Год назад +1

    I'm trying to polish up my game for the steam next fest in February. I hope it's not too early! (4.5 years of development)

  • @Cryptozoology
    @Cryptozoology Год назад

    Played the new demo and it was a blast! So excited for the full game!

  • @dalai180
    @dalai180 8 месяцев назад

    How did you make the spearcloth have physics and react according to the Character's movement? Just tell me the name of the technique please!!

  • @marcusfreitas560
    @marcusfreitas560 Месяц назад

    Hey!! I love your videos! And I'm making my first platformer game! But I have some doubts about game resolution, camera and room size, the room size of my game is 1024x768, and I setup the camera to be 640x360, it works but I not sure if my game resolution is equal to my camera size, also the game window is based on my room size??

  • @deathincarnatesplace
    @deathincarnatesplace 11 месяцев назад

    Hey have you tried a set of video with some like a pdf file but one that explains but leaves behind a set of papers listing how to do it but not exactly the place to put it. Like a list for gravity would be grv abbreviation then = a value then other pieces including places to put them but not the place variable such as oEnemy just the create/ begin step and others. this would make an new type of educational tutorial. myself i have to have a tutorial that i can see to be able to remember it or it takes me forever to realize i know the answer already.

  • @HowfWuff
    @HowfWuff Год назад +2

    Seems like a good chance to work on that Pico8 Demake I started a while back.

  • @jacobpiche5389
    @jacobpiche5389 5 месяцев назад

    hey just did the demo, the gameplay is so addictive
    I love its hard and feels rewarding
    great mechanic

  • @thumbsup5427
    @thumbsup5427 Год назад +1

    Looks awesome! I've loved the development of this game and it has really inspired me! One question though, is the demo going to be on macOS as well?

    • @SaraSpalding
      @SaraSpalding  Год назад

      probably not im afraid! I don't own a mac and that kinda limits my options

  • @Nateanderthal
    @Nateanderthal Год назад

    I don't plan on releasing our demo until the game is almost finished. Great advice!

  • @bartz0rt928
    @bartz0rt928 Год назад

    The devs of Planetary Annihilation expressed very similar sentiments in reference to the Kickstarter and development of that game. It's ultimately a bummer because greater openness does give super valuable insight in what development is actually like, but I do understand the incentives at play. So, this is a very valuable video!

  • @CrabMusicCrabMusic
    @CrabMusicCrabMusic 11 месяцев назад

    hey shaun, ive been watching your vids forever. i remember you had an old video about autotiling via code/bitmask system. i was wondering if you ever plan to revisit the topic with gms2.3+ ?

    • @SaraSpalding
      @SaraSpalding  11 месяцев назад

      Auto tiling is built in to GM natively now. You can define them via tilesets

  • @joyfulfishman5445
    @joyfulfishman5445 Год назад

    This game look so awesome, great job Shaun!

  • @HowfWuff
    @HowfWuff Год назад

    Enjoyed the new demo! Managed to get 25 gems in about an hour of playtime. Can't wait for the full game to be released!

  • @user-nu1uh4cj7i
    @user-nu1uh4cj7i 10 месяцев назад

    Any plans to ever doing a 2.5 pseudo racing games like OutRun or Super Hang on?

  • @Xerophun
    @Xerophun Год назад

    Counter point: Kenshi wouldn't be the game it is without a public demo being available. Player feedback and testing gave it a chance to grow.

    • @SaraSpalding
      @SaraSpalding  11 месяцев назад

      Yeah that's a different kind of game model. There's certainly advantages but it lends itself better to certain kinds of games. Mine is a more linear game and it's replay value is more niche.

  • @kardrasa
    @kardrasa Год назад

    Im facing the same dillema with this DND party commission that I'm doing. I do want to update the client on how its coming along but at the same time all of it will defo change in the future and I dont want them to get attached to the initial draft.

    • @SaraSpalding
      @SaraSpalding  Год назад

      I can only speak for the client-side of this particular interaction when my FFXIV static got a commission of our characters done, but getting updates was really helpful because it let us give important feedback as it developed and also helped us set expectations as we went along.

  • @xavierdulla2000
    @xavierdulla2000 Год назад

    Hello, where would I report bugs?

  • @andrewweller5119
    @andrewweller5119 Год назад

    i think there is a danger of overexposing the game and people not being excited for it because they have seen it all and become familiar with the product to the point where they feel they don't need to actually buy and play it. i would remove the demo and just do a couple of trailers. but as someone else has said you needed the community support and encouragement to get the game as far as you have. Lone dev'ing is the hardest of all dev cycles. you've been amazing and hope the game brings you a lot of success. i have followed the development fairly closely and have seen that it has been a personal journey for you. it looks amazing but I shall be avoiding the demo to avoid burnout and look forward to buying and playing it in its finished state.

  • @workshoptelescope
    @workshoptelescope Год назад

    Congrats on the Demo going live!

  • @LunarcomplexMain
    @LunarcomplexMain Год назад

    Would you happen to have any advice on releasing a demo of an online multiplayer game? With the expectation of continued updates, sorta like alot of those "survival" games that release super early in alpha and just continue to stay alpha, but being continuously updated.

    • @SaraSpalding
      @SaraSpalding  Год назад

      continually updated / early access style games are a different model, I wouldn't know the best practices but I assume most of this doesn't really apply in the same way.

  • @afmetz
    @afmetz Год назад

    yoooo I was so hyped to play the new demo

  • @crazydiamond6143
    @crazydiamond6143 11 месяцев назад

    Hey I was wondering can a make a animation that is 2d not game spirit is like the you watch anime I want to put it in but I don't know if I can so can you please tell me need to now you and inspired me to make my on game so your so cool it be honner for you to read this

  • @foolsanticsstudio
    @foolsanticsstudio 8 месяцев назад

    Personally when I see a demo for a game that isn’t fully released, I take it as what it is. A demo of the game in its current form. And as the game changes, the demo does too.
    I get there might be things some people look forward too. But unless you are changing a core mechanic or change your mind of a level, I don’t think people will get too bummed out. Considering most people think about the game as a whole rather than parts of it.
    But you are also right on the opposite hand. If you release a demo that doesn’t interest someone who would be interested in the changes and would probably buy the game in its final form, might not come back to see how the game turns out. Personally I am not one those. I look for games in a genre so unless the genre changes or it goes from 3D to 2D then at worst I’ll just forget about the game.
    Which I have done a lot. I see a game I think is amazing and looking forward to. But I forget about it and by the time youtube recommends it to me on my feed again, it has been a few years since it’s release.
    Personally I still think releasing demos as the game evolves is a great idea cuz you get player feed back. Indies get free QA testers and big studios get fact checked. Lol.
    But to prevent the down fall of the points you mentioned is as you said don’t release a demo too early. Which to me means make sure the character is fully built out and there is a level that shows off all the abilities. People will forgive most things changing. But how the game is played is the most vital part so that is something that should be done before the first demo.

  • @valmarsoares9569
    @valmarsoares9569 10 месяцев назад

    I would like to know if it is possible to develop a 2d mmorpg using GameMaker? If anyone can answer me I would appreciate it!!

    • @SiegfriedTheCatfish
      @SiegfriedTheCatfish 8 месяцев назад

      No way a mmporg with gamemaker. Gamemaker is not good for multiplayer

    • @razmatazz9310
      @razmatazz9310 7 месяцев назад

      Possible, yes. But if you have to ask the question, I guarantee you are in no position to actually make one.

    • @valmarsoares9569
      @valmarsoares9569 7 месяцев назад

      Many people say that it is possible, but the language is not the best option, the online part is also complicated@@razmatazz9310

    • @Eiravxe
      @Eiravxe 2 месяца назад

      @@valmarsoares9569 Don't be gullible, you'll never make it, friend. Remember my words

  • @meganbriskar7170
    @meganbriskar7170 4 месяца назад

    As someone who is trying to create a game and doesn’t have much money, I am probably gonna do the kick starter to get the demo because game maker is really difficult because you have to pay 100 bucks to commercially release I don’t have that money. I’m broke.

    • @Eiravxe
      @Eiravxe 2 месяца назад

      haha

    • @meganbriskar7170
      @meganbriskar7170 2 месяца назад

      What are you laughing at? You’re not even gonna release a game

  • @e_buffturtle
    @e_buffturtle Год назад

    Can you please do a tutorial on the Animal Crossing style talking for your NPCs? There’s very limited content on that.

  • @justachipofftheiceberg6313
    @justachipofftheiceberg6313 11 месяцев назад +1

    PLEASE WE NEED A DOOM STYLE 3D TUTORIAL FOR GMS2 THERE ISNT ANY AND IT AWFUL

  • @100Jim
    @100Jim Год назад

    Keep up the GOOD work!

  • @ProfessorYún
    @ProfessorYún Год назад

    I'm subscribing and then watching this

  • @deathincarnatesplace
    @deathincarnatesplace 11 месяцев назад

    hello i thought of a set that might help. even a new genre in platformer. you know that i never got go to school and want to learn code but the integers for making the bubbles and stuff for text are currently beyond me. anyway short videos showing just the different method of bubble and stuff for text would be really viewed a lot as most of us find it hard to remember. so a short video on how to do it would go over really well. imagine a video with only a bubble no map no nothing but the bubble of text and then extra section with the sign. anyway thanks for the videos i am watching them over and over till i learn code this way.

  • @GameHiveStudios
    @GameHiveStudios 11 месяцев назад

    Hey, Shaun, huge fan! Sorry for the comment spam, just really proud of my Game Maker work lol. How long y'all been using Game Maker??

  • @erikm9768
    @erikm9768 11 месяцев назад

    Dude you've been going at this for like 5-6 years or so? im tired of waiting and have removed it from my wishlist

  • @nights312312
    @nights312312 25 дней назад

    Sounds like you have a major amount of feature creep, dont let this turn into the next Hollow Knight 2 :)
    I played the demo and i liked it, honestly i dont remember much so I wouldnt notice or care about any changes really.
    I think you should just wrap it up and ship it instead of spending years and years finishing it. You've learned a lot, better to finish and start on something fresh with this new experience.

  • @Baguetteman-j1q
    @Baguetteman-j1q 10 месяцев назад

    I FOUND A BUG! When you poke the falling block just as they comeback you can use them twice

  • @Mr.Carrot
    @Mr.Carrot Год назад

    Good advice

  • @whoolieman
    @whoolieman Год назад

    i haven't played the first demo. I think damage from a demo can't be avoided. Its fair to say you did the most you could to keep the damage as minimal as possible.

  • @boombox2112
    @boombox2112 Год назад

    The game is great, looking forward to it, even though I suck at it, lol, have to check the new demo out when I get home.

  • @godonholiday
    @godonholiday Год назад

    Hmm not sure I agree.
    There are more dev logs and early access games than ever.
    The faster you ship, the faster you learn from actual players.. you build features that they actually want rather than building what you think they want.

    • @SaraSpalding
      @SaraSpalding  Год назад

      Yes but that's a very different model, I'm not making an early access game and a linear* game like mine doesn't particularly suit that model

    • @godonholiday
      @godonholiday 11 месяцев назад

      Its not really about a model.. If you had not released your demo, everything you learned from it (good/bad) you would have learned later. Every time you release something.. you learn.. You mentioned the impact of the changes you make on those who played the demo.. those changes should be in line with what the feedback from those players was, so your not going to impact much or many negatively. Unless you are making your game your way and be damed with what potential players want.. which is also fine by the way.. but then just dont release a demo at all
      @@SaraSpalding

    • @SaraSpalding
      @SaraSpalding  11 месяцев назад +1

      In short, I don't agree that for this game (and for many) these positives outweigh the negatives. Especially where commercial success is a goal.

  • @AntiSilence
    @AntiSilence Год назад

    This is spot on.

  • @Gbtx6
    @Gbtx6 Год назад

    I'll miss that super jump mechanic 😢😢. Gonna give the new demons try though.

  • @lost50
    @lost50 Год назад

    why no Mac demo?

    • @SaraSpalding
      @SaraSpalding  Год назад

      I don't own a mac, the expense and logistics of bringing the game to mac is sadly just not worth it.

    • @lost50
      @lost50 Год назад

      @@SaraSpalding I’m making a GM game with a mac. I’ll use a PC to bring it to windows users too. But as a mac owner what’re the logistics I’ll need to get my game on steam for Mac?

  • @OandCoGames
    @OandCoGames Год назад

    Well said.

  • @deathincarnatesplace
    @deathincarnatesplace 11 месяцев назад

    hey did you get my comment on a rosetta code type program that allows teaching of code for genres. Are you going to consider doing it. i would like copies free as it is my idea. and please consult me as if you want as i know how to make it so easy and so will make oodles of money. i just can't do code yet. i am learning but hey i am old. lemme know if you are interested. also just making a onion skin one for the art with premade object and you just draw and replace with a replace function that work multiple time to create new object will make a game maker gui that would sell them game it is in at full price and then they still have to pay game maker to release their own game.

  • @deathincarnatesplace
    @deathincarnatesplace 11 месяцев назад

    19 platformer edit leaves people just using the files instead of learning. maybe i am wrong but you do seem to add stuff in that doesn't have a way to verify sorry have to delete old files and redo video. try back later.

  • @zacharygustafson8714
    @zacharygustafson8714 10 месяцев назад

    Very useful info, thanks for sharing, but I just have to note that you look like a younger Weird Al Yankovic.

  • @sorry987654321
    @sorry987654321 Год назад +1

    buuuuuuut thing is: you are pretty good at making games. all your advice is valid if you already are at that place. if you still need to get there you really need that input and feedback even that early on and the more the better

    • @SaraSpalding
      @SaraSpalding  Год назад

      Yeah if you're not gunning for a commercial success then the rules are totally different. It all depends on your goals.

  • @AB-12345
    @AB-12345 Год назад +1

    The way how this dude looks is disturbing the least.