Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

The pyramid concept. At the top of the pyramid you have advance coders/users but people at the top are less than the people that are at the bottom, so even if your software appeals to them the potential of you getting any kind of support is slim. At the bottom of the pyramid you have novices that's want to create something. There are a lot people at the bottom compared to the people at the top. So if you simplify your software, you will have greater mass appeal.  Don't think terms of yourself but think in terms of mass appeal so people will adopt your software.

Here are my suggestions: 1) Demonstrate how easy it is to do common task relating to games or apps or both.  It may be through videos or inline via your software. 

2) There would be novice examples/tutorials, intermediate examples/tutorials, and advance examples/tutorials.

If i want to make a shooter game, I would just go and get a template of that and modify it.  I'm not going to reinvent the wheel. You can easily do a template for games. imagine if people wanted to do a shooter game, all they gotta do is drag the template in and modify the scene, shots, world. If people see that demonstration, people would have their eyes pop out of their eye sockets. I know I would.

(1 edit)

Certainly some interesting thoughts, I will keep that in mind for my further work on this project, and for the next releases!

For the tutorial, I had a look at it, and it is slightly outdated. In Step 6, the semantics for the objects should be TEXTURE1 and SAMPLER1, not LOCAL_TEXTURE1 and LOCAL_SAMPLER1. Sorry about that!

Thank you!