Constantin Bacioiu's Blog
Game Designer, game jam enthusiast and avid TBS fan, currently working on developing his own Business. Current working on Ebony Spire: Heresy, a fist person dungeon-crawling rpg.
One year ago I failed to ship 700 units to stay in business. Now I'm working on my next game after releasing a major update to the original one. A failure post-mortem one year after. Sales, lucky strikes, community support and a heartfelt thank you update
I should have been able to move at least 700 copies of a niche game at a low price and stay in business. I did not - this is a warning to other developers out there who work full time on their games!
This is my tale.
How I designed the AI in my dungeon crawler. The article looks at a way to implement two different approaches: a need driven system and a ratio based decision making system!
This post covers what I learned after demoing a game that did not offer conventional keyboard controls. 40% of my players never made it past the main menu because the controls were not standard.
A quick look at how I handle the creation of items, spells and effects for my dungeon crawling RPG. This method helps me create virtually any number of item types and combination for my game with little effort. Great for my item-focused little game.
A post mortem on my latest Ludumdare submission. Covers the usage of imposed limitations in order to achieve goals in a short amount of time.
Constantin Bacioiu's Comments
[Blog - 03/05/2019 - 09:58]
Well, that was a journey ...
Well, that was a journey Congrats on releasing on the PS4. Really curious how you handled porting love2D for PS4 as that in itself can be a tale for Gamasutra r n r nGrats Xelu r n r nP.s.4 - waiting on the Crysis graphics content update :
[News - 03/20/2018 - 07:35]
I 'm curious when will ...
I 'm curious when will they release information regarding development for the platform Got a game I 'd love to port to the VCS and another one in the works that would work great on it in my opinion
[Blog - 11/21/2017 - 10:36]
Sadly this is the truth. ...
Sadly this is the truth. The problem is I thought that since I didn 't have to move such a huge numbers of copies I could do away with metrics all together. I mean there 's got to be at least 400-500 people who 'd want to play this game. ...
[Blog - 10/03/2017 - 09:35]
[News - 09/16/2014 - 07:21]
I 've been using itch.io, ...
I 've been using itch.io, exclusively, to distribute Mutant Gangland in it 's alpha stage and so far it did it 's job very well. The store itself offers pretty great discoverability and getting included in the top selling page can bring a stable stream of buyers. Highly recommend it ...
[News - 09/02/2014 - 03:07]