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When is it time to start a devlog?

A topic by Green Panda Studios created Sep 10, 2020 Views: 435 Replies: 5
Viewing posts 1 to 2

Hi everybody,

I've been in development of a new project for a few months now. It's coming along well, and is in a solid and "playable" state as is. That said, it is a heavily story-driven game, and much of that has yet to be incorporated. As it stands, there is only a solid code base for the gameplay elements and the parts required to  piece the story together. In other words, all the complicated "how-its-gonna-work" stuff is mostly finished, but there's nothing to really play yet.

I am a broke solo dev and a full time Software Engineering student doing everything myself, so the slow progress has slowed even more since the start of this semester. My question is this: I would like to start a devlog to get people excited about the game and get the support of the community as I develop it further, but I'm worried the slow changes may leave people disinterested after a while, does this seem like a good time to begin a devlog?

I've attached a few screenshots and a video below for some context of where the game is:


(+1)

I see your dilemma. :) From a personal standpoint I would say I'm interested in reading a changelog/devlog whenever meaningful changes were made: Performance optimization, version for a new OS, support for an additional language, increased jump height, slower falling speed, noticeable updates for several sprites, new areas, items, or NPCs, fix for a game breaking bug, fix for a minor bug that nonetheless annoyed several members of your community enough to annoy contact you... Those kinds of things. And even if I don't take the time out of my day to look into "this weeks update", I am still glad when I see that a dev is still actively working on a game.
What I (personally) would be less interested about would be bugs that went by mostly unnoticed, updated graphics for less than a handful of objects, changes to menu borders, ...

All that being said, you should direct that question at your current community, if possible. And don't worry: You will have doubts about your final approach whatever you do. If you act now, at least you won't have to worry about not having made a decision yet, which hopefully makes you feel a little better. ;)

Thank you, I appreciate you taking the time to respond with such a well thought out answer.

This post is currently the only piece of this game to be found on itch, it does not have it's own page or anything of the sort. I was considering starting with a Devlog, so that's where I am coming from. I apologize if there was confusion about that. Should I put something up and not worry about a Devlog yet?

I'm just hesitant about showing something so early in development.

(+1)

Well, if it's still kind of a secret project you can keep it that way for now without any issues. Since it's story-driven I would wait with an announcement until all* of said story is represented within the game (since while the current gameplay looks serviceable, right now there's no indication that this will have more than a few textboxes worth of story - if any). Because if that announcement really takes off but you need to move apartments/houses, be hospitalized, get writer's block or fall into depression, then much of that momentum you might have gained would be lost. If you have a look at the MMORPG-scene there's never a shortage of announcements, Kickstarters, and the like but often enough a project takes longer than expected or gets cancelled which leaves a lot of bitter people (like me!♥) who will grow very weary of "announcements" that don't at least have actual gameplay that they can show off. ("Look at this single character walking in a straight line through an alley of trees without any other characters/mobs in sight. Aren't you impressed by our shaders?" is kind of a trope when it comes to MMORPG-announcement trailers.)
Sorry if that was too much of a tangent...

I think having some kind of teaser for your game less than a month before it comes out could help raise interest. But my personal advice would be to delay said teaser until you already have something that is at least flawed but entertaining nonetheless - that way you will still have something to show for if life gets in the way.

Also a bit of unsolicited advice: Get a friend to check out your game every now and then. They don't have to approach it like professional tester - just let them dick around in it without giving them directions and ask them what they thought. And if they tell you something along the lines of "Yeah, it's good...", then you have either kind friends who are either terrible liars or exceptionally bad at expressing their thoughts and opinions. :)

* (or if it's on the scale of Money Island 2: most of the story)

Thank you for the advice, I think I am going to hold off on publishing anything, as I am at least a  good year or two away from the project I want to end with, especially considering college. Sometimes I just get restless working so hard on something I can't show the world.

I do have friends and family (anyone who will, really)  play-test my games often. A great debugging process is watching someone after handing them  a controller and saying "Try to break this"; so, you are right about that. 

It's refreshing to read something from someone who really sounds like they know the ins and outs of game development. Are you a developer?

Not being able to show your game to a wider public can be annoying. But on the other hand you don't have to deal with feature requests, bug hunts against the clock, mean-spirited comments, people uploading your game to other sites (claiming it's their game), ... and other passing joys.

As for my insights into game development... In open forums I try to not give too much away about myself one way or the other, so I'll simply say: Thank you for the flattery. :)