[-] unchartedsectors@lemm.ee 6 points 1 year ago

Well I actually have software engineering experience so I've built everything I could in the most modular way possible, and took care to make extensible choices as much as I could. Since nobody's putting pressure on me the code isn't a spaghetti plate (yet? :p).

Good point about the self-branding too. Though I feel like following this strategy and being a "good dev" doing it could be good on that side too.

14

Hey everyone!

Excuse me for the slightly clickbaity title (is it, though?). I need all the advice I can get here.

About six months ago, I ignored all the common advice and started working on the Dream Game™ as my first commercial release. I expect it to be ready in about four years.

Since I had no real marketing experience, I've been learning by listening to GDC talks and Chris Z's videos whenever I have "dumb chores" time or similar. More and more, I see proof of the great advantages of making small games: building on past releases, proving your ability to ship, and confronting yourself with the market as early as possible.

Obviously, that clashes pretty hard with a four-year first project. So I thought, and thought, and thought — and a few days ago, something clicked.

What if I were to release features of my game as standalone "mini"-games?

I'm working on a 4X grand strategy game, which is basically at least four games smashed into one. So if I'm working on the trading system, why not take a short detour and make a trading game in, say, 3 to 9 months, and release it for 10 bucks? Then do the same later for colony building, exploration, war...

I could even make a franchise out of it. The full game is called Uncharted Sectors, so the smaller ones could be titled Uncharted Sectors: [Trading Game Name], Uncharted Sectors: [Colony Management Game Name], and so on. It would build up the IP and help with brand recognition.

On the plus side:

  • I prove to the world (and myself) that I'm actually releasing games, not vaporware,

  • I continue working on the systems of my dream game most of the time: code can be reused and improved based on player feedback,

  • Bugfixing the mini-games will probably help squash bugs in the main game, at least for the core shared code,

  • I gain actual release experience, which will benefit the dream game,

  • Players who bought the mini-games are likely future buyers of the full game thanks to the shared IP/brand,

  • Hopefully, it generates a bit of revenue to help fund the dream game,

  • And if I'm making terrible products, it's better to find out after 9 months than after dedicating 4 years of my life to it.

On the minus side:

  • Total dev time will increase,

  • I might get sidetracked,

  • My current following might hate the idea,

  • If one of the mini-games is bad, it could damage my reputation and deter people from checking out the full game.

As you can see, the downside seems pretty small compared to the upside. So either it’s a very good idea... or I’m missing something big. That's why I'm here: please poke holes in this plan and find more reasons why it might be a bad idea!

Also, on a more general note: do you know of any games that have done something like this? What do you think of the idea? I'd love to hear anything relevant to the topic.

And of course the idea is free: feel free to copy it if you think it’s interesting. :)

1

Hey there!

I'm working on a sci-fi grand strategy game with a deep focus on economy and market mechanics.

I'd be curious about what you'd want to see in a strategy game like that. What economic mechanics have you enjoyed elsewhere? What annoyed you? What would spark your interest?

[-] unchartedsectors@lemm.ee 8 points 1 year ago

I'm using Ubuntu myself to develop actually so I'm kind of doing that all the time. The problem is, my machine isn't everyone's machine, my drivers aren't anyone's drivers, and so on.

In the end I think that I'll try to give Linux builds to testers to see if they report a lot of bugs or not and decide at that moment if it's too much work or not.

[-] unchartedsectors@lemm.ee 7 points 1 year ago

The initial goal was Steam but it looks like some people prefer GOG so I'll study that possibility too :)

[-] unchartedsectors@lemm.ee 4 points 1 year ago

Yes that seems to be the consensus in the end. Thanks for your answer :)

For the docs I've found this for Proton common issues: https://partner.steamgames.com/doc/steamdeck/proton?l=english And this for Steam Deck compatibility: https://partner.steamgames.com/doc/steamdeck/recommendations I'm sure there are other resources, but if someone finds the thread later and needs a starting point, here they are

[-] unchartedsectors@lemm.ee 7 points 1 year ago

Good point indeed. Thanks :)

[-] unchartedsectors@lemm.ee 11 points 1 year ago

I think it's what I'll do indeed. And for the Steam Deck I intend to make the game fully compatible with it as I've read a lot of time how it enabled people with otherwise few opportunities to play to get a bit of "me time". Being a dad I empathize a lot with that struggle haha

[-] unchartedsectors@lemm.ee 4 points 1 year ago* (last edited 1 year ago)

Proton it will probably be then :) The game is Uncharted Sectors, I don't have a Steam page public yet, but you can subscribe to the mailing list if you are interested, subscribers get access to the beta (https://uncharted-sectors.com/)

I'm not that familiar with GOG, I'll take a look at it. Does it have a similar Linux compatibility layer? Because if not I do need to make a native build then

[-] unchartedsectors@lemm.ee 4 points 1 year ago

They make an OS too, which is for example running on their Steam Deck portable gaming platform, but nobody has to use it specifically :)

[-] unchartedsectors@lemm.ee 21 points 1 year ago* (last edited 1 year ago)

Yes I had a similar experience with Paradox Games, where the native build delivers very poor performance over the Proton-run version. It seems to be the consensus. If I don't receive other real counterpoints I'll follow your advice.

[-] unchartedsectors@lemm.ee 5 points 1 year ago

You actually don't need to install or touch the Steam OS yourself. If you use Steam you can just enable Compatibility Mode in the settings of your non-Linux (or even Linux-compatible) games and it will use Proton to run them.

I'm trying to gauge where is the line between "always welcome" and "needed" though. From my own experience and the ones I've heard around Proton works well (sometimes even better than native builds as others have pointed out), and if it's the general consensus, spending more time on the game itself and not have a linux version is better for my players and for me.

[-] unchartedsectors@lemm.ee 10 points 1 year ago

Yeah I agree, it's honestly impressive how well it works. As soon as I have the possibility I'll take a Steam Deck and try to make my game compatible with it, I'm sure if I manage to make it work on it that should eliminate 90% of Proton compatibility-related bugs if I don't make a native build.

I'm still seeking for answers from people for whom it doesn't work well or who have bad experiences with it, because I'm sure there are cases where it doesn't work

[-] unchartedsectors@lemm.ee 6 points 1 year ago

That is my experience too, I guess some Linux builds are just poorly optimized in comparison to the Windows ones.

Valve's engineers did a wonderful job with Proton honestly

129

Hey there!

I'm a solo dev working on a sci-fi grand strategy game (I didn't manage to find if self-promo is allowed so I'll keep the name for myself).

I was updating my planning and started to think: since my game will be published on Steam, it will be playable on Linux using Compatibility Mode even if I don't specifically target Linux itself. I myself play on an Ubuntu and this allows me to play almost every Windows game (old ones are more capricious, but recent ones are ok).

So I'm wondering, is there really an advantage to have native Linux support nowadays? As a solo dev, the thing I lack the most is time. The days/weeks/months it would take me to add it and fix all the probable bugs it entails could be used to improve the game itself or add features instead for example.

On a more general note, what do you other Linux players expect from a Linux game?

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unchartedsectors

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