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1  Games Center / Featured Games / Re: Revenge of the Titans on: 2012-07-28 21:05:56
Thanks again for the replies!  You have been most helpful!  I guess now that you have a published game on Steam, getting your next game there should be easy (maybe even not having to go through this Greenlight process).

The link you provided on the Greenlight process had something interesting...
"We're going to be reaching out to developers as we see their games getting traction regardless of whether they have achieved a specific number of votes or are sitting 1st or 2nd place at any given time. We are most interested in finding the games that people want, not requiring them to always hit a specific number of votes."  - so, that's good news.

I've thought about developing for the mobile devices - Unity3d being one of the tools that would make developing on any platform so much easier.  However, I'd need to learn that tool and I'm not a 3d guy.  Unity 4 looks to be an awesome tool though (and will support Linux on top of everything else it supports).  I have years of Java experience (mostly web systems) with some UI and some game development on Java.  I've even tried HTML5 game development - it works great for the right games.  I guess it is time to start designing / planning a game to go after and determine the best tool for the job.  I'm 90% sure though that I'll be targeting Steam.

Cas, I'll be looking for your next game!  Keep up the great work!
2  Games Center / Featured Games / Re: Revenge of the Titans on: 2012-07-24 21:29:57
I didn't see your "Ask Anything" post until after I posted this.
Many of the questions I asked are answered there... so you don't need to repeat yourself  if you don't want to.  A full postmortem would still be awesome!

I'll post my findings from your other forum...
1.  As of Jan 2012:  Steam sold 335,445 units (~$500k).   That included your 2 games on Steam (RotT and TA), right?   How did just RotT do? But I still have questions on #1 that I couldn't find.

4.  Sounds like it was easy for you.  Steampuppy API was given to Steam for others to use?  "Java is really, really easy to use with Steam. Just plonk lib and bin dirs in your depots and that's all there is to it. I'm working on a Steam SDK binding at the moment, but I'm only going so far as to implement the bits I need (which will be achievements and the Steam Cloud)."
5.  Eclipse, LWJGL (a library you started!), JarBundler  and Jigsaw (avoid moleboxed), DRM (, 3DSMax and Photoshop (Chaz used and created scripting to trim/pack, used XML for animation), JOrbis for playing OGG sound; NSIS for Windows installers.
Launching on the MAC:  "As a .app like we do. Just grab one of ours, replace the jars and edit the plist and so on. I can't remember who originally gave me a bit of Ant script that does this for us but it's pretty trivial."

7.  Sounded like 'by accident'

BTW, you also had a link to some source code -- but the link was no longer valid.

Based on me reading your posts... I'd say if you can get on Steam with a good game, you have a chance to make some money.  The chance to get on Steam sounded like a "if they like your game, they will sell it" -- probably most important to make sure your game installs easy, works, no crashes, etc.  

Thanks for being so forthcoming in your posts, Cas!
3  Games Center / Featured Games / Re: Revenge of the Titans - postmortem request on: 2012-07-24 19:38:35
Will you be publishing a postmortem or lessons learned?

I was very impressed by the use of this site/forum for your alpha and beta testing, the great feedback everyone provided, and your persistence to deliver a great game.  Some of the posts had me believing that the effort wasn't worth the money made -until the indie bundle. 

I think you and your team did a great job with the game! I bought it when it went to Steam.  As a non-released indie developer, I'd love to hear about your lessons learned, what ways worked in marketing your game, handling alpha and beta feedback, managing support, integrating and using Steam (DRM, etc), how do sales look as an indie game (expectations vs reality vs steam sales, etc), what tools you used, what you would do differently...

I know you are extremely busy.  However, if you write something long enough, you could publish to Amazon and sell it for a few dollars to make the effort a little more worthwhile.

Otherwise, maybe you can start with just answering a few questions for your avid followers and developers:

1.  what were your sales numbers on Steam (if you don't mind me asking)?  Did it go up a lot when Steam advertised it on the front page?  Or bundled it with other indie games?  or ran a sale on the price?  or the winter awards/tickets for playing games and winning a steam achievement?
2.  how long does an indie game sell?  (i.e. 3 months then sales drop way off, etc)
3.  what avenues for marketing were the best options?
4.  was the integration with Steam easy/hard?  do they provide enough info or did you have to discover?  (I read your blog post regarding the activation codes and the birthday giveaway)
5.  what tools did you use?  (development, art, exe for java, libraries)
6.  how does the auto-updater in steam work?  (i.e. did you have to add custom code, etc)
7.  the indie bundle was a huge success... how did you guys become a part of that?
8.  any other comments / suggestions for other developers?

Thank you in advance!!!
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