Rocket League MapMaker and YT | Made Custom maps for Gold Rush, NRG, TSM, Psyonix, Immortals | 100+ Released Maps | Solo Dev on https://xitter.cf/t.co/IHuqxWBKNl

Specific Ocean
Joined April 2018
After 5 years of solo development, my movement shooter, The Stickman, finally releases on September 21st! To celebrate the launch, I'm hosting a speedrun competition with a prize pool of up to $350! Check it out on Steam and add it to your Wishlist! store.steampowered.com/app/2…
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After releasing my first solo-developed game and ultimately having a failed, poor launch, I thought I'd share a bunch of things I learned from my experience, what worked and what didn't. These are notes I made for myself after releasing my game, and I thought I'd share them here in case they might help someone. For Context: I made a movement-based FPS (Titanfall + Trackmania) - Prototyping is way more important than I thought it was. I redid multiple levels multiple times and wasted so much time. I scrapped multiple full levels, abandoned numerous mechanics, and even a half-built raid. - You cannot merge two games that are incompatible with each other. I originally tried to merge Destiny and Titanfall, quickly realizing why Destiny doesn't have wallrunning. I ended up choosing to keep the fast-paced movement over the slow puzzle mechanics. - Having a solid plan is also super important. I started making without a plan, ran into a bunch of hiccups, and ended up redoing more than I should've. - Scope out the project and see how many days/weeks/months it'll take. I ended up making so much more content than I realistically should have - Playtesting is super important early and often. Players see things differently and do things differently. They can also give feedback on what it reminds them of and how to improve it. Engine and API: - Unreal Engine is huge, and learning it from the ground up was a steep learning curve. Performance was really tricky to get where I wanted it. Building a movement system, weapons, AI, and a level editor from scratch in Blueprints was tough, but I can carry those skills over to my next games. - Materials are just math. After I realized this, they became a lot easier. - Steam's API is massive but allows you to do basically anything. I found it nice to work with, and the uploads were all instant. The Steamworks Dashboard took a little time to learn, especially in remembering where certain options were. The initial setup of the store page took a while. But if I need to adjust something now, it's super easy. - I learned so much software for making a game, and that was both fun and hard. But being able to carry those skills over into future projects is super useful. Player Numbers: - Do not build a level editor if the player base isn't there; I regret spending time on this and would've rather built more levels myself - Don't have speedrun competitions if the player base isn't there. It's not going to magically up the player numbers and will just make you depressed in the end when you see only 3 people did it at all - Do not have a demo until the game is basically done. I had a demo almost a year before the actual release, which tanked all momentum - Do not add more game modes if there's no player count. I ended wasting time adding a bunch of new PvP game modes which were fun with friends but ultimately a waste of time. Marketing and a Successful Launch: - Wishlists are important, but wishlist conversion is even more important for success. For context, I got 1700 wishlists from a shoutout and then waited a year to release the game, which ended up with a sub-1% conversion rate. - Trailer structuring is important. I watched a long video by Derek Lieu who perfectly explained the types of trailers and how to do them properly - You are fighting against hundreds of releases on the day it releases. Without wishlists, you get buried in the algorithm unless you have good conversion and review counts. - No matter how tempting it is, number watching is not good for your mental health. I learned this lesson from making YouTube videos, but checking every week or so is fine; refreshing constantly or checking every day won't magically make the number go up. - On this same idea, your art style needs to be GOOD, not good enough. I thought I did a decent job, but compared to other indie games, I now think I didn't do well enough. My art style was sort of inconsistent, and I am not an environment artist, so it looks kinda like a bunch of assets thrown together kinda randomly (which is exactly what it is) Investments: - Professionally made artwork can help you stand out and look more like an actual game. Even though the game didn't do as I hoped, I don't regret it - A Custom soundtrack is super cool and helps make the game feel real as well. This is another thing I don't regret even if it wasn't the wisest investment. - YouTube and TikTok promotions are cool to rack up views, but are not a good Return on Investment (ROI). - Keymailer is a cool idea, but it did not help create any launch day velocity. I'm still immensely proud of what I accomplished. A solo-developed Movement-Based FPS isn't easy to make, which is why there aren't many. Finishing it taught me a ton about project scoping, the indie dev world, and how hard game launches are. I'm now working on my next game with all of these things in mind. If you read the whole thing, I hope it helps you make better decisions, and I wish you luck
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As much as I prefer Steam to other options, they really need to address this issue. Whether it's with a better verification system to detect AI games, or just a simple filter to get rid of any games that use AI generated assets Cause for my next game, I'm now afraid to share anything or participate in Steam Next Fest for this reason cause it might just get cloned overnight
Steam Next Fest is facing huge backlash over the rise of AI-slop and low-effort games. The October event has 8,011 demos, nearly twice as many as June., developers say the flood of low-quality “AI slop” is making it harder for real indie games worth to play Back in June, roughly 1 in 5 games at Steam Next Fest disclosed using AI. Now, just a few months later, that number has jumped to around 1 in 3. Some developers have even avoided public demos because they fear their games could be copied.
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I really hope Rocket League stays on Steam because genuinely what are they doing at Epic right now. Not only does Vibe Coding introduce security vulnerabilities, but you're paying uefn creators millions of dollars for brainrot maps stealing kids money and you can't hire a team of programmers? Oh yeah I forgot you fired 1000 people for some clankers. I really hope Rocket League stays genuine and made by humans
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
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The Stickman Shorts Speedrun Competition has concluded with the top 3 being: 1: Casper 2: Exponent 3: Officer Waffle This also marks the start of the Bungul Speedrun Competition with $100 up for grabs!
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Imagine if RLCS teams got to choose their opponents coming out of Swiss going into the playoff bracket, that's just ridiculous
MLB has proposed returning to a 154-game Regular Season, best-of-seven Division Series, and opponent selection in the Wild Card and Division Series Starting in 2029, shortening the season to a 154-game schedule would create a standard weekly off day benefiting player health, and it would allow the addition of up to 8 more Postseason games by moving to a best-of-seven Division Series format Beginning in 2027, higher-seeded clubs in the Wild Card and Division Series would select their opponents
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Does that say 23k a month
kameto recently went live to discuss the situation regarding vatira, zen, atow, and karmine corp as a whole for people who dont speak french here is a quick summary of what he talked about
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How many Rocket League balls will fit in a standard field? The question nobody asked, but everyone wanted the answer to
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What shocks me as an indie developer is how many targeted scams there are. I've been able to identify most of them, but even some talent agencies respond with an automated reply asking for more keys. You really can't trust that anyone is acting in good faith or that someone actually has a legit outreach company
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Out of all the games I played the past couple of days, this was definitely my favorite moment
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I honestly think the issue was that they made it a version of the game's most popular boost. If they made it a unique boost that you get for beating a dev, I doubt anyone would care this much
We tried something new with Dev Boost, and it led to a poor match experience and was hard for the global community to participate in. We want this to be a fun reward that anyone can earn, so Dev Boost is now a Free Tier 99 reward in the Season 24 Rocket Pass. Dev Boost is no longer granted by winning with or against a developer.
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So you're telling me that because I'm 1700 in CAS, I can't get this boost because I'm too high compared to the devs? I have to derank by 300 MMR just to get it? It seems like they did not think this through
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No matter if it's a Rocket League custom map or a game I developed, people still find a way to break it Clip from @ExponentSG
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They actually ruined the game with this
NEW DEV BOOST WHICH YOU CAN GET BY BEATING A DEVELOPER IN A MATCH:
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Tip for anyone being annoyed by the constant Honor Duels: you can turn off the notification in Gameplay Settings
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The Stickman 1.0 is Out Now!! The Launch Speedrun Competition with a prize pool of up to $350 has also begun. And there's a giveaway in the Discord where 10 lucky winners will get a free Steam Key for The Stickman! You can join the Community here discord.gg/3QYkbKkUW2
After 5 years of solo development, my movement shooter, The Stickman, finally releases on September 21st! To celebrate the launch, I'm hosting a speedrun competition with a prize pool of up to $350! Check it out on Steam and add it to your Wishlist! store.steampowered.com/app/2…
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This reminds me of when I made a custom map with no gravity override, and it was off by 40 cm/s. And a pro said the ball was floating too much. Absolutely unreal feel for the game Also, if you need someone to test UE6 customs for Rocket League, I know a guy who'd be interested👀
Straight from the pros: here’s the latest on the new era of Rocket League on UE6. Coming 2027.
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