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Dave Toulouse
Lived in blainville
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Dave Toulouse

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I'm currently in vacation. Nothing really planned, staying at home. Today as I learned that some unexpected and considerable expenses are coming my way I'm kinda glad we didn't spent money on some expensive trip ...

Money ... If there's one subject I'd like to avoid during vacation it's money but here it is in my face whether I like it or not so eh ... Let's keep talking about it then! ... sigh ...
The price at which indie games should be sold is a recurrent topic and this time it's brought back by Robert Boy, an indie game dev, on NeoGAF. His point is that indie games should be cheaper (go read the whole post, it's really short). As I posted before I don't agree with this but my view on ...
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Rog Dolos's profile photoDave Toulouse's profile photo
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"Discovery and Interest are the two big factors on how many people play your game."

You're right. The simple fact that when I put a tiny 10% discount on my game that my sales suddenly raise because of additional (but still very limited) visibility is proof enough that there are plenty of people willing to buy my game at $20. The problem is they just don't know about it.

When the argument is made for discovery using price I think it's approaching the problem the wrong way. I sure don't discover and get interested in new games by only reading something like "New indie game released for $5".
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Smarter and 3D enemies, new powers, refined mechanics, etc. Try the new prototype and let me know what you think!
First the instructions. Download here http://www.machine22.com/project14/project14_v5.zip or here https://drive.google.com/file/d/0B379Jk_ltRnsVU9McUJ4eko0VWs/view?usp=sharing. Unzip and launch (fullscreen mode should be working fine now). Press ESCAPE to quit; Press ENTER to restart ...
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New version of my prototype! I had a lot of doubts for a long time but I'm finally starting to be excited about this.
First the instructions and then some more thoughts after. Download here http://www.machine22.com/project14/project14_v4.zip or here https://drive.google.com/file/d/0B379Jk_ltRnscEFfMXgtdU1ySms/view?usp=sharing. Unzip and launch in window mode (might have issues in full screen).
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Looks very interesting, considering all I see on the screen.
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I haven't had that much fun programming for a very long time. I'm now making stuff I thought I'd never be able to do with Unity and of course all the amazing things you can find in the asset store. For everything you don't see it's really great but for everything else ... Well for prototyping it's still really great but I have no idea in what I'm getting into the day I'll need to depart a bit from characters I bought for $3.50 and will have to pay for custom characters ...
I'm new to Unity but I have many years of experience in programming so my first instinct when working with Unity is to always try to figure out how to do the things I want to do on my own. Since Unity is so easy to learn I had relatively good results so far with this approach but the more I'm ...
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Andre La Barre's profile photoDave Toulouse's profile photo
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yeah, what I think I might end up doing is contacting the artist who made the models I'm using for my prototype and ask him to work on a different skin and maybe some alterations to the 3D model itself. That way I can probably cut some cost and still end up with unique models.

The style is exactly what I'm looking for so starting from scratch new models that would end up looking similar seems unnecessary.
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It's not the first time this happens and this won't be the last ...
When you get the same idea as someone else. If you're keeping track of this blog you know I'm currently trying to make something out of the few prototypes I released recently. Well the wait is over! I figured it out and it's even already released!
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Rog Dolos's profile photoDave Toulouse's profile photoJens Finkhäuser's profile photo
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Absolutely!
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EDIT: I changed the title to "A peek behind the curtain or how you almost heard about my game" which I feel is more appropriate here.

I'm sure some people will skip the entire thing and then conclude that I'm somehow blaming TotalBiscuit for some reason so let me put it in short form:

- I'm not blaming him
- It wouldn't have make an overnight success to be featured by him
- But yes I'm guessing it's still better to be featured than not
With my last post about my disappointment of my results in Steam Summer Sale there were a few people surprised that they didn't know about my game and recommended that I do a better job at PR. They're right, one can always do better. I don't think I'll ever be able to say that I reached the top ...
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yeah, not exactly a strategy to count on. When he reached out to me (well, when Cristian did for him) and then after he tweeted about it I was hoping it was a done deal but until the video is online you can't assume anything.
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At 35 I don't think I'm old but when playing Dragon Age: Inquisition I do feel really old ...
With a new computer I can finally play all the cool games everyone is talking about so of course my first pick was Dragon Age: Inquisition. I'm a big fan of these games … or maybe I should say I was … I enjoy the characters, the story, the choices you can make that change this story but I don't ...
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Dave Toulouse

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I'm always fascinated by stats released by other indie devs so here's what I got from the recent release of the stats for the game Halfway.
Stats are fascinating. Specially when they're coming from indie devs. Robotality, the studio who released the game Halfway, recently published their stats after one year here: http://robotality.com/blog/one-year-of-halfway/. The first thing that struck me when reading these stats is that after ...
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Ah... that was lost on me a little. My bad!
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As good as a new trailer. Heck, even better! I usually don't get the "fan phenomenon" but I can't help myself for this. Haven't felt that way since I spent many hours downloading a crappy video of the first Phantom Menace teaser. I'm a bit too young to have lived the released of the first Star Wars so this is as close as it gets.
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Small preview of my dev version. I think I found the feeling I was looking for so I guess I'll start thinking of using this in a game now. Note that slow motion is part of the game and not an edit I made of the gif.

Player character is following the shortest path to its destination but the player can set a waypoint at any time, fixing the issue of controlling the character while targeting enemies with 2 weapons independently.

I'm still checking what kind of limitations on slow motion would really make this works as right now you can go through the whole thing in slow motion and it's just too easy.

Another option I will probably experiment with is to let the player plan the path at the start and maybe have a limited number of waypoints that can be added while playing.
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Still struggling to find the right path for this idea of a "Matrix lobby scene" type of shooter but this week I have something pretty cool to show.
Again this prototype has a different control scheme than the last two. While the “time only pass when you move” thing was cool at first, it didn't carry enough the feeling I'm looking for. There's one cool thing I added though and it's dual targeting. I'm not sure if there's a game out there ...
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Dave Toulouse's profile photoDerrick Whittet (Wintersdark)'s profile photoRog Dolos's profile photo
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A really intriguing concept.  Definitely have to decide on the goal: strategic, or cinematic?

IMHO, as much as I love strategic, the tech here would be freaking awesome in making a shooter that looks like an action movie.  As such, pause is bad, you don't want to pause the action.  Super slow mo as an activated ability to buy yourself time to do things (and just look badass) has a lot of potential that way. 

I really love the idea regardless.  Really awesome.
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The results are in. 
I already knew it wasn't going to be great but I was still hoping my first Summer sale would still do better than my two previous experiences with weeklong deals. Human Extinction Simulator was 33% off and Bret Airborne 50% off and I made about 2/3 of what I made during the weeklong deals I ...
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Have him in circles
206 people
Michael Perrigo's profile photo
mark michil's profile photo
george curiouslee's profile photo
Megan Fox's profile photo
Davide Coppola's profile photo
Robert “BadMint” Csala's profile photo
Bradley Erickson's profile photo
Paddy “DrunkenGamer” Fellows's profile photo
John Sietsma's profile photo
Work
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Web dev at day, indie game dev at night
Basic Information
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Male
Story
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Indie game dev
Introduction
You can see my full portfolio on www.machine22.com and my thoughts on (mostly) games on www.over00.com
Bragging rights
Still making games
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Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Previously
blainville - montreal
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Dave Toulouse's +1's are the things they like, agree with, or want to recommend.
The Golden Age of Simulations is Now | SMTG
www.showmethegames.com

Look at that title. What hubris, to call the modern day a Golden Age! Sceptical scientists out there will argue that games are neither valua

Space Game Junkie
plus.google.com

News and Reviews on Every Computer Space Game Ever Made

Bret Airborne Review | The Indie Mine
theindiemine.com

Machine 22's Bret Airborne is a PC/Mac puzzle RPG that features airship battles fought using match-3 gameplay.

Bret Airborne - Gauntlet Edition
chrome.google.com

Puzzle-based hot air balloon duels.

Indie Games for PC, Mac, Linux | Shiny Loot
www.shinyloot.com

KnightShift - $1.99 (60% off). The single-player RTS part of KnightShift consists of three addictive, story-driven campaigns. Unstoppable Go

Home - Isogenic Engine
www.isogenicengine.com

Home; About. Facebook Integration; High Performance; Irrelon GameHost. Prototype Package; Professional Package; Premium Package. MMO Network

One Ambitious Indie Space MMO: Star Corsairs | DIYgamer
www.diygamer.com

Home; Features. Reviews; Interviews; Editorials; Freeplay Archive. Indie-Developers; About Us. Privacy Policy; Contact Us; Our Reviews; News

Machine 22
plus.google.com

Mixing MMO with indie since 2007

Star Corsairs Interview With Dave Toulouse
truepcgaming.com

Conducted By Adam Ames TPG was given the opportunity to interview Dave Toulouse, creator of the indie MMO space sim, Star Corsairs. 

Star Corsairs - Browser space MMORPG
www.starcorsairs.com

Indie F2P MMORPG. Craft your spaceships, create space stations and fight aliens with your friends.

8-Bit Funding Blog: Instant Funds for Project Creators
8bitfunding.blogspot.com

Instant Funds for Project Creators. A while back we were forced by PayPal to essentially offer a no refund policy. Simple fact of the matter