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Question to all demo-releasers!

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    Question to all demo-releasers!

    I am unsure as to when I should make a demo of my game and upload it here... About what memory usage % should it be around? Is there like a general size of demos?
    Without darkness, how would you know there is light?

    #2
    Re: Question to all demo-releasers!

    The memory usage shouldn't be the indicator, you want to release either the early part of your game (an hour or so), or some broken chunks of the game that let the player know what kind of features/elements will be in the game and some bits of story that get them hooked.
    stodi no na ka cenba

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      #3
      Re: Question to all demo-releasers!

      Ok, thanx! I will, more than likely, be uploading a demo of my game by the end of this week!
      Without darkness, how would you know there is light?

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        #4
        Re: Question to all demo-releasers!

        My mantra is that when you have a fully playable "story arc" that includes most of the features that make your game fun and unique, that is the point you'll want to release a demo.


        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

        "I live and love in God's peculiar light." - Michelangelo

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          #5
          Re: Question to all demo-releasers!

          Just make sure that the part of the game that you upload is finished completely. You don't want people to go 'Gee, I can't wait for the final version of the demo!' If you want to see a perfect example of a perfect demo, then take a look at the Daniel's Quest III demo. All areas that will come into play in the final version are blocked off, but Pagerron provides explanations for this every time. What's there is totally playable though, and when you've reached the end you're given a 'Thanks for playing the Daniel's Quest III demo!' message, so you know when you're done. All that stuff can just be removed in the final version, and it really helps your players to feel like the final game will be solid, and teases them with glimpses of what is to come.

          I found that out the hard way. When I was working on Shadow of the Towers I even had the demo previewed...and it wasn't even a demo really, but rather a 'work in progress' and there's a huge difference. The result was that the previewer became annoyed, and the preview reflected that. I can't blame him.
          Last edited by Ωbright; 03-02-2008, 04:28 AM.

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            #6
            Re: Question to all demo-releasers!

            It's also a good idea not to reveal ALL of your game's unique perks and features.
            Screenshot Let's Plays

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              #7
              Re: Question to all demo-releasers!

              Originally posted by Duel View Post
              It's also a good idea not to reveal ALL of your game's unique perks and features.
              Interesting. I think the exact opposite--I think you should be careful to make sure you do reveal all of your game's unique perks and features.

              You can have some content that involves these features that isn't in the demo, but part of the joy of a demo is to see what there is to enjoy about a game.


              How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

              "I live and love in God's peculiar light." - Michelangelo

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                #8
                Re: Question to all demo-releasers!

                Yeah, I can agree with that. I guess there are benefits to both options.
                Screenshot Let's Plays

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                  #9
                  Re: Question to all demo-releasers!

                  If you have mingames, show 1 or 2. But not all. In fact, I'm working on a Poker Minigame right now.

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                    #10
                    Re: Question to all demo-releasers!

                    a demo is a video game teaser like movies do with previews. you should give enough to show what your game will be and entice them with some unique features. look to big gaming companies for their example. ff8 demo took you right up to the assault on dolet, which was a nice amount of time for the game. other games are similar but im having a brain fart, they generally show one or two towns, do intro game elements, and have two or three dungeons.

                    demos should accurately reflect the amount of time you have left. if you have years left to make the game then it will be too early to release a demo, plan it to generate interest some months before the final release, and have the percentage low enough to make the full game worth it, but not so little as to make it too quick.

                    Thank you Ωbright for the sig fix!
                    Card Three is released! You can find it here!

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