Hi guys, our new game ConflictCraft now available on Steam. Made completely with Corona SDK. Thanks to Corona’s new steamworks plugin - we have achievements support and other things from steam api.
I know you’re probably super busy, but I bet everyone here would love to hear a mini-postmortem:
When you started on this.
How many hours, days, weeks, … whatever metric you choose, it took to make.
Made alone or with team.
Tools used.
Most difficult problems you encountered.
Best choices you made while designing this.
Worst choices you made while designing this.
… anything else.
PS - It makes me a little sad that you’ve got one forums post. I mean. You’ve released a game, but never posted here, which means you’re probably not using the forums as a tool. This tells me:
You’re a pro who didn’t need help, and/or
You’ve got a team and the team member(s) may have posted here.
Just a random comment. Feel free to ignore.
Meanwhile congrats again and best of luck to you on your game.
We’re two indie developers from Kaliningrad, Russia. I started to learn programming and make games one year ago, Badim (Vadim Starygin) has ~15 years experience in gamedev. We started to work on ConflictCraft 6 months ago. There was old flash game with similar mechanics, we decided to take art from there add more features and make it work on PC and mobile devices (Corona is perfect for that). The prototype was ready in couple of weeks, we had flying tanks and lazers haha: https://gfycat.com/IdioticFancyGreatwhiteshark
There was 15 or something levels in the original game and to make it easier to create new ones we decided to make level editor. Right now there’s 33 levels in the game and more coming soon. All levels data are stored in xml format and level editor exports levels with xml formatting, so you can just copy/paste it to the game and it’s ready.
When we started to make ConflictCraft there was no Steam integration, so all achievements were just local, but when Corona released Steamworks plugin turns out it’s pretty easy to integrate its features and access steam api. Right now when you receive achievement in the game it also unlocks on Steam. Also when user adds new levels we add his/her steam name on the maps. Something like that: http://imgur.com/a/dNhJL
The most difficult part was to complete the game of course. It’s my first steam game and it was good experience for me to learn how to work with “bigger” games and to work in team. It’s great to work with Badim and I hope to build more. Right now we’re preparing MechDefender (it was Greenlit already) and Super Sports Surgery on Greenlight right now :)
I know you’re probably super busy, but I bet everyone here would love to hear a mini-postmortem:
When you started on this.
How many hours, days, weeks, … whatever metric you choose, it took to make.
Made alone or with team.
Tools used.
Most difficult problems you encountered.
Best choices you made while designing this.
Worst choices you made while designing this.
… anything else.
PS - It makes me a little sad that you’ve got one forums post. I mean. You’ve released a game, but never posted here, which means you’re probably not using the forums as a tool. This tells me:
You’re a pro who didn’t need help, and/or
You’ve got a team and the team member(s) may have posted here.
Just a random comment. Feel free to ignore.
Meanwhile congrats again and best of luck to you on your game.
We’re two indie developers from Kaliningrad, Russia. I started to learn programming and make games one year ago, Badim (Vadim Starygin) has ~15 years experience in gamedev. We started to work on ConflictCraft 6 months ago. There was old flash game with similar mechanics, we decided to take art from there add more features and make it work on PC and mobile devices (Corona is perfect for that). The prototype was ready in couple of weeks, we had flying tanks and lazers haha: https://gfycat.com/IdioticFancyGreatwhiteshark
There was 15 or something levels in the original game and to make it easier to create new ones we decided to make level editor. Right now there’s 33 levels in the game and more coming soon. All levels data are stored in xml format and level editor exports levels with xml formatting, so you can just copy/paste it to the game and it’s ready.
When we started to make ConflictCraft there was no Steam integration, so all achievements were just local, but when Corona released Steamworks plugin turns out it’s pretty easy to integrate its features and access steam api. Right now when you receive achievement in the game it also unlocks on Steam. Also when user adds new levels we add his/her steam name on the maps. Something like that: http://imgur.com/a/dNhJL
The most difficult part was to complete the game of course. It’s my first steam game and it was good experience for me to learn how to work with “bigger” games and to work in team. It’s great to work with Badim and I hope to build more. Right now we’re preparing MechDefender (it was Greenlit already) and Super Sports Surgery on Greenlight right now :)