Ask not what Visionaire can do for you, but what can we do for Visionaire

  • #1, z redsparkSunday, 25. December 2016, 17:56 hodinky 8 years ago
    In keeping with the famous JFK quote, is there anything that we as a community can do to help improve Visionaire's popularity?  Should we be working on different game kits?  More tutorials?  Advertising?  Any suggestions?

    Thanks.

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  • #2, z sebastianSunday, 25. December 2016, 20:59 hodinky 8 years ago
    As far as i can tell the handbook for VS is still not finished. Marvel wanted to start a german version first, but it seems that there are several parts not finished or english (copied from the wiki).
    I helped out several weeks ago but its far from finished what i can tell and my time schedule doesnt allow continuous support for the handbook itself. 

    Of course it would help when a lot more (video) tutorials will be produced in the next time to teach new users how the engine works and also spread the word to the social media platforms. As for now im still waiting to get the 4.3/5 version in my hands because of the big interface change and then blow out a handbook with some help instructions and an own web tutorial series on youtube.

    I guess for the editor itself it depends on what they still need to get the product finished and polished for the final release...
    Maybe some icons? Maybe a professional splashscreen? Maybe other artwork for the software... (I can't think of other stuff which would help to actively support the dev team)

    As for advertising i think its very usefull to show own produced games or post devlogs on other web portals like indiedb or other forums to let the people know how the game was/is made and link to the Visionaire Studio engine of course. People who like the game and have a creative streak will likely want to create an own game and click on a link to the engine.

    kind regards
    Sebastian

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  • #3, z afrlmeSunday, 25. December 2016, 21:23 hodinky 8 years ago
    As for now im still waiting to get the 4.3/5 version in my hands because of the big interface change and then blow out a handbook with some help instructions and an own web tutorial series on youtube.
    Why I've not bothered sorting out the documentation for the wiki, though I am often busy with other things too & I also like to waste my personal time watching tv or playing games too - as opposed to focusing on that. It's been said for ages that the new editors eta is always soon-ish which I used as my cue for not working on documenting the current editor, because I knew the new IDE would end up looking a lot different to the current editor & I'm too lazy to waste time having to rewrite & create new screenshots/videos multiple times - but of course as you know, time as just dragged on & on & I've gotten increasingly busier myself with ALLD & freelance stuff.

    But aye, more video tutorials would be nice. Some let's plays of VS made games. Reviews of VS made games. Link drops on twitter, facebook, adventure game dev groups, etc. etc.

    Imperátor

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  • #4, z redsparkSunday, 25. December 2016, 22:33 hodinky 8 years ago
    In addition to the other stuff that happened, that's one of the reasons I had slowed down my Youtube series as well.  I didn't want to have to redo a lot of videos but the release times are so far apart that I decided to go back to creating videos.  

    Once the new version is out, I would like to create a Teachable or Udemy course for it.  But in the meantime, I just wondering if there was something that could be done to raise awareness.

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  • #5, z afrlmeSunday, 25. December 2016, 23:21 hodinky 8 years ago
    Not really sure mate. Only thing I can think of really is that people using VS engine maybe considering mentioning it when they announce a Kickstarter campaign, Steam Greenlight or post about their game (dev blog, vblog) & so on.

    It's a niche genre though, so anyone who wants to create point & click games will probably get here some way or another, by searching on google or by looking around other similar game engine sites or forums/dev groups.

    One thing I think would really help is a proper showcase video when the new IDE is released. Hopefully Thomas will sort one out - it will probably feature that 'orrible techno music mind. grin razz grin razz grin razz :evilgrin:

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  • #6, z marvelMonday, 26. December 2016, 20:12 hodinky 8 years ago
    Yes, as soon as the new game editor has been finished and is mature, I will create a showreel for it. smile Any help on this will be highly appreciated! grin

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  • #7, z marvelMonday, 26. December 2016, 20:14 hodinky 8 years ago
    Yes, as soon as the new game editor has been finished and is mature, I will create a showreel for it. smile Any help on this will be highly appreciated! grin

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  • #8, z funkygallo-1Tuesday, 27. December 2016, 01:02 hodinky 8 years ago
    1) release VS on Steam.
    2) release VS on gog.com
    3) more bug fix release like unity3d or construct2. As only for fix a label name or something else.

    Bažant

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  • #9, z afrlmeTuesday, 27. December 2016, 12:43 hodinky 8 years ago
    1) release VS on Steam.
    2) release VS on gog.com
    3) more bug fix release like unity3d or construct2. As only for fix a label name or something else.
    GOG sell software/engines? Only thing I know about GOG is that they are really picky about what they sell through their store. Steam on the other hand spreads it's legs open for just about anything these days - or so it seems... grin

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  • #10, z fallacies_fallaciesTuesday, 03. January 2017, 05:48 hodinky 8 years ago
    I bought visionaire studio because I saw an ad on facebook for some unity game design course. I looked into it and realized unity wasn't right for me, because the games I want to make are pretty basic, almost like an interactive comic. I don't need an engine that makes open world games and I didn't really want to overwhelm myself learning to code. The ad sparked some interest in me and I'm really happy I chose visionaire instead. 

    I think if you could market a similar kind of package with the software and some updated video tutorials in the form of an "adventure game design course", you could open up the market a bit more. There's got to be a lot of people who grew up playing lucasarts games, but they don't realize yet that they want to make one.

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  • #11, z LebosteinTuesday, 03. January 2017, 10:25 hodinky 8 years ago
    It seems at the moment it is very hard to enlarge the communites of "alternative" game engines.

    1. Visionaire costs money. The willingness to pay for software is decreasing in the "mobile phone generation" of developers. There are some free game engines, for example Unity.
    2. At the moment the popularity of Unity is hard to combat. Alternative game engines (like Godot, Visionaire or GameMaker) are relatively unknown.
    3. Graphic Adventures is a niche genre

    I am not sure what is the best way to lure new customers...

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