What sort of functionality would prefabs have? I mean, from art packs I've gotten, it has been things like a particle effect in a model or a light source in a lamp. Is that the sort of thing you do? Also, good luck making a project migrater. That would be quite a sight.
Hoiby
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Cool art. I use Unreal, and I do think that for me personally, I prefer just models, not Blueprints with built in functionality. But, that's mostly because I enjoy doing things like adding functionality to models, such as making a door system. It also helps because I can better integrate it into already existing systems in my game. I don't really need any specific assets, but I would suggest trying to make a complete set of art for a game to allow for better style continuity. (Weapons, characters, etc.) I do get that some of that is very different, but it probably would be best. Also, don't forget to upload your art to engine specific marketplaces as well as itch, since that's where most of the traffic for assets goes.
The only problem is that gamers want high quality games, and the sort of games that would be on that platform are bad ones. If your game is good and is what players want, it will naturally gain a following. Also, any sort of vetting system for a platform like that would get overloaded and only a few games would get promoted.
It depends. I would never use anything in the Brackey's Platformer assets pack, but that's simply because it's used so often. Pizzadoggy doesn't seem to have any problems with selling assets with a gallery of projects using them. I would use pretty much any other assets, but just as long as it's not used too often.
It's a hobby for me, but from what I've read, crowdfunding is one way to support yourself. You could also make a demo and get a publisher. Or you can make it part-time and then live off of sales until you make another game, and so on. Both options of making money before release require making a demo or some sort of playable thing, so you might as well try both. Thomas Brush, a game dev Youtuber, has a free course for this sort of thing, if you're interested. I haven't done it, but it might be worth trying. https://www.fulltimegamedev.com/opt-in-how-to-make-six-figures
You should consider having some sort of networking system for multi-player games. Most people use the Steam API to bypass port-forwarding. This sort of thing is very important to have. Also, I would advise not having a 0 dollar publishing fee. This would increase the quality of games on the marketplace. Otherwise, you have to pay a lot more for storage of games that are low quality and that no one really wants to play. This would also be more appealing to bigger budget games because they wouldn't have to deal with marketing in a store flooded with bad games.
You are stressing analytics way to much on Itch. I don't think that browser plays are counted once per user, but probably not everytime someone plays it. My guess is that it only counts after a certain playtime to prevent spamming reload to fake stats. Also, I don't know where you are seeing these ratios.
If your goal is to make money, you probably will have to make what people want because no one will buy your stuff if there's no one that wants it. While it might be a niche, it might just not be big enough. It also is worth considering not charging $20 for a character, especially when you make all of your characters work together, because most people will just go get their own artist at how expensive it is. This whole thing is kind of like making platformer games on Steam. The market is small, and it really doesn't make sense as a financial decision. The best thing you can do is probably try to get hired to make a game with a developer who needs your art so that it is original to the game and that you'll probably get paid more. But, if you make art because you enjoy it, keep doing that. It looks good, people just might not have a project that needs that kind of art.
It's probably best, though. Launching during a sale isn't that great of an idea, as everyone will be busy buying games that are on sale that they've been looking at for a while, or will just be looking for cheap games. You would have to sell at less than full value, which wouldn't be the best use of launch visibility. The main time it makes sense is on Steam where new and trending is frozen because everyone is afraid of launching during a sale.
I don't use Godot, but I have tried this method of multi-player before. You will want to use the Steam API, as that will allow for features such as invite to game, but you won't have to worry about port forwarding and such. You can also use it to setup a lobby system so random people can join random people's games if that's what you need. You should use dedicated servers, though, if the game is competitive because the host might have an advantage due to lag. Hope this helps :D
https://howtomarketagame.com/2023/03/14/frequently-asked-question-about-marketin... Take a look at the top chart for marketing help
The games that I have downloaded from itch have not been viruses. But, I have seen games that I'm 99% sure are. If it's a reupload of a legit game, don't download it. I saw someone who had several projects of games like Pokemon Snap and 007: Golden Eye, which were all viruses because it was definitely not the actual developer. A potential way to determine if it's a virus is if the project page has very little work put into it but the game looks super high quality. I just try to be careful, I still download games. But, if you do have another thing like you found of two zipped folders inside each other, delete the file, empty the trash, and report the project page. Also, never click on links comments that say things like "New version here ..." It's to bad that there are viruses on itch, though. There are some great games on here, but you've just got to be careful.




