I don't like ads or in-apps in the games I play, so I keep them out of my releases. No real desire to monetise personally, I'll charge a couple of dollars for an app if I think it's worth it (or to discourage minors accessing NSFW stuff).This is probably the reverse of how everybody would recommend, but it's how I like to work :) I have Unity templates I have made for basic functionality (such as Oculus integration), but not really game templates as such. I also create almost all of my final assets first, I don't bother with placeholders. So no prototyping, I always try and write code I intend to keep. I'm pretty old school (as I am pretty old!), so my workflow is usually to figure out most of the logic in my head before writing any code.I've released 9 (I think) apps in total, but mostly across Apple Store/Google Play, I've finished probably over 50 for my own amusement (and probably abandoned over 100!).I probably spend about 1-2 months of my free time on each project. Most of my (non-VR) releases are in the pixel art/retro arcade vein. All my releases are a just couple of dollars or free. I'm very much a hobby dev, I would describe my games as fairly well polished but small in scope. My itch.io account associated with this Reddit account is but it's NSFW so be warned! Hey! So, it's a little complicated, but I have a different itch.io and Reddit accounts to separate my NSFW posting/apps. Distruptive flame wars over hardware and software platforms.Links to tutorials or resources you've found helpful.Abstract design UI/UX questions and discussion.Questions specific to your game engine or platform.Cool things you're currently developing.įor realtime discussion you can also join us on Slack! What to post Just getting started? For beginner topics and tutorials please visit /r/LearnVRDev. This subreddit is for discussing all things relevant to developing games and applications for VR. Because building virtual worlds is awesome! This is the subreddit for discussing all things relevant to developing games and applications for VR.
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