Of course, I would have liked to progress much more with the actual game (and I feel like I keep repeating that *rollseyes*), but I’m finally through all the managing stuff for steam and got my steam store page up 😀
http://store.steampowered.com/app/717280/Critters__cute_cubs_in_a_cruel_world/
this also includes the very first trailer I made for the game 🙂
If anyone is interested in my process for that:
I got Hitfilm for it (since it’s free and has a composing part as well, for text and effects) and watched some very good, tutorials for it. I also applied simple moving on principle to it, which is simply: rough it out and continue moving on, one clip/step at a time.
In this case, I looked for some music that could fit to my game and made some footage of my game with Bandicam and then I imported those files into the project and started shortening and cutting them down 🙂
With a bit of a system, I was trying to make cuts on noticeable music changes and also some faster moments in the footage match up with some of the music. The same goes for the text I was overlaying later ^^
I also always tried to remind myself, that a trailer shouldn’t exceed 1:30 minutes and that the first 30 seconds are usually deciding, if the trailer hooks (based on lots of stuff I have read over the years)
I probably haven’t done best job with that, but I tried to think of which information is most important for me to convey : the games name, that it’s early access and that it will be on steam and what the game is about, hence why I chose to build in those little text overlays, which are practically naming what I can’t really show from game footage alone, since I’m still working on implementing the variety needed to show it properly (besides colors changing)
I think it’s probably also helpful, if I post the most compressed and best tutorial I was finding for Hitfilm 😀 thanks to him, it felt so easy to understand how to use the program 😉 https://youtu.be/7rXWTJzmbZ8
uhhhh so yeah 😀 I’m happy that everything went well, the only thing that bothers me, is that I couldn’t make the release work for 31st of October 😮 , but therefore I have now time to develop on the game until release into Early Access and then I will likely update it immediately, so it just means more stuff for everyone who gets the game :3
also tried out today on how it would work out for me, to use a physical to-do list, I think it’s going well, helps me to keep my brain a little less scattered :3
*squeeeeks* I’m so excited to get this game out to everyone and to be able to keep working on it 😀