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Jupiter hell pre alpha gameplay
Jupiter hell pre alpha gameplay








Luckily there are methods to optimise them. These structures, however, are really memory demanding and still a bit complicated.

jupiter hell pre alpha gameplay

In early years, this technology couldn’t be used as real-time solution, but now we may use it’s advantages. Voxel is a known idea – a volumetric / 3d pixel, a part of the 3d space, which can be used as graphics issue solver. Sparse Voxel Octree usage in video game development with Szymon JabłońskiĮngine programmer at 11 bit studios, creators of Anomaly series, This War of Mine and Frostpunk described the general ideas of SVO usage. To sum up – this lecture was a pure gold!

#JUPITER HELL PRE ALPHA GAMEPLAY HOW TO#

I’ve learned a few great tips how to use social media in a proper way. Aside from mentioned unique cases, the basis for the successful game launch is a plan that covers time way before the actual launch. During the lecture, Albert and Joanna touched topics like: pitching, selling ideas and many other vital aspects of successful marketing. They’ve explained that promotion is not marketing and how communication with people is essential for success. This adorable pair described a proper approach for indie developers to sell the product. Winning the unwinnable : How to promote and sell your game with Albert Pałka and Joanna Buganik-Pałka Also that way we can determine early on whether the game will have a chance on the market. Usage of Early Access, Kickstarter, short / episodic release is strongly advised for indie developers to shorten development time and keep financial stability.

jupiter hell pre alpha gameplay

“The only way to know if your game sells, is to sell it” – that was one of the golden rules. Even really good game with really great reviews can be a financial failure. And no fame, experience and marketing won’t guarantee a success. The main conclusion is that we do not have a golden rule for success – we can’t just predict what people might like when we will finish our product. He presented in very funny and unsettling way how developing games currently looks like on examples. Speaker laughed at theory of synergising between market, demand and quality, analyses of what gamers do want (or rather why we do not know what they want, actually). Surviving Indieapocalypse with Michał MarcinkowskiĪ magnificent presentation about current state of gaming market and how hard is to stand out from many other productions.








Jupiter hell pre alpha gameplay