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Tuesday, December 31, 2013

Being More Social



     Social networking involves a lot of socializing, not just throwing up links and ads. I've been more active on Twitter in the past few weeks and the results speak for themselves. I went from 150 followers  (3 months on Twitter) to over 350 in two days. Surprisingly, it wasn't from follow backs. Most of my followers reacted to my comments and discovered me that way. I'm far from famous though, so don't think of me as some Social Media Master. These are just techniques I'm trying out to see if they work in my favor.


Monday, December 30, 2013

How Much Beta Testing Will My RPG Need?


     Lately, I've been considering just how much beta testing my RPG will need. I want to have plenty of time to iron out any bugs and tweak gameplay for this thing I'm placing everything I have on. I want to do a 100 day launch countdown too, releasing more info each day and posting videos every tenth day. It seems like a good way to get the word out once I've completely finished it. Having buildup like that will also give me spare time to make minor fixes (if necessary), and reach as many press contacts as possible.

    I know that all games should be given this much attention to do well, but my RPG seems to be the one best suited for a hardcore audience wanting to check up on a game's development every day or so.

Sunday, December 29, 2013

Where Did "Yotes" Come From?


      When I tell someone about Yotes Games or tell them my nickname is Yotes I'm usually asked where it came from. Yotes is an unusual word and even more unusual name so it gets people curious. That's exactly why I chose it. It's something no one has ever heard of that's easy to say, write, and recognize. When you first hear it there's nothing in your head correlating to "Yotes" and I want to occupy that space. Here's a look into the origins of the Yotes name.
 

Saturday, December 28, 2013

Status Report #18


     So... So many bugs... The Unity update complicated things to a point where every bug is a nightmare that takes about 5 times longer to solve. Testing solutions means either building to the device or restarting Unity and reimporting 2D Toolkit. I sent some error reports and hope there is a solution on the way. It's all I can do really. Despite the major setbacks, some things got done. I'm still hoping to have DragCore done early in the month. There may not be released until February at this rate though.

Here is this week's Status Report: