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⬇️ How to release your game on Steam Everyone can upload a game to Steam. All you need is a Steam account, $100 bucks, and a video game. 📌 Sign up to Steamworks, the online dashboard for developers. It's here you'll manage your games and see all your stats. 📌 On Steamworks, create a new Game, this is where you'll spend your $100. It can be difficult to find specific buttons on the dashboard, but this is easily solved with a google search and some patience. 📌 Integrate the Steamworks .NET API into your game. This will require you to have Steam installed on your computer and help prevent pirating. You can also integrate achievements, leaderboards, and player stats. 📌 Upload your game to Steam. This requires you to learn the SteamPipe Content System, where you will set up config files and upload them via the command line. This can take some time to understand 📌 Set your game settings and set up the Store Page. You'll need to configure supported platforms, descriptions, art, and screenshots to make sure your game performs well on the Steam Store. 📌 Publish your store page. Make sure your release date is set correctly so when you publish, players can view your store page but not yet buy the game. 📌 Market your game. Interact with your community and gain wishlists prior to launch. 🏆 Release your game and prepare to release several bug fix updates. LIMITED TIME FREE UNITY3D TOOL
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Here are some Unity3d tips that commonly slip through the radar. 📌 Scale your project correctly. It's important to have gravity and physics respond realistically when you have rigid bodies colliding or falling with gravity. 📌 Scale your 3d assets correctly. Chaos emerges if every 3d model imported needs to be scaled to a custom size in Unity. Ideally, assets should be scaled to 1, but with exceptions of course. 📌 Avoid Reflection. GetComponent, SendMessage, and Invoke are handy but not performant. Cache the result of GetComponent and avoid the latter. 📌 Lock your Inspector. Some actions require to keep an inspector window open while selecting other game objects, this can be accomplished by tapping the padlock in the upper right corner. 📌 Expose variables in your scripts using SerializedField instead of making everything public. 📌 Reverse an animation by setting the speed to -1 in the AnimationController state. 📌 Write your Gizmos inside your custom scripts. This may display the field of view and range for an AI-controlled enemy. 📌 SerializeField List<> will show in the inspector. I still recommend arrays for the default case, but if your container is going to change size over time, try using a List<>. 📌 Create your own class to manage time. Whether it's pausing, resuming, or slow motion, having a single class that controls Time.timeScale changes will make everything easier. 📌 Master the difference between Awake() and Start(). Awake() is invoked before Instantiate() returns and Start() will be called later during the frame after Awake() is called on everything else. ⭐️ Follow @mefirstgames for more #gamedev tips. |
Me First Games is an independent game studio dedicated to creating unique and bizarre video games.
Red MatterStar Impact is an upcoming adventure platformer coming to PC, Mac, and Linux.
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