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Dave Toulouse
Lived in blainville
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Dave Toulouse

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Honestly there are some days I'm wondering why I'm giving myself such trouble but this is only time passing by that plays tricks on my mind.

Keeping focus when you're not dedicating your mind to a task is difficult but then I need to remember that I'm not racing against anyone.
As you may know, I'm currently working on a new game project. It's still only a prototype and it's been like that for some time now because I've been hitting many roadblocks that are probably normal but can quickly become tough to overcome when you're doing this part-time.
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Dave Toulouse

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There are always some periods while working on a game when I don't quite know what to do next and I'm right it one at the moment.
I've been making various games for some time now but I only released 2 “PC games” so I'm still puzzled about the proper or I should say ideal order of the steps that will get me to release. Things like how far should I go before I bother to add what will be the final assets.
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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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Dave Toulouse

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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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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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Absolutely!
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Dave Toulouse

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In my effort to organize my thoughts better on a few topic and try to expand my views this is what got out today.
What if the key to being financially successful in independent game development was to release a small game, make some profit, increase your expenses a bit for the next title, make some bigger profits and repeat until you've reached a point where money is not an issue anymore?
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Indeed, this is the first example I thought about. The thing to note is these developers generally stick to games that can't really be cloned or don't revolve around specific mechanics.

Other examples are Wadjet Eye Games (adventure, http://www.wadjeteyegames.com/games/) and Winter Wolves Games (VN, http://www.winterwolves.com/).

I'm pretty that many people never heard of Winter Wolves Games but they have a nice niche there and are running a successful business for some years now and that's something I'd like to build for myself one day once I find the right path.
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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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"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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Dave Toulouse

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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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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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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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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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Web dev at day, indie game dev at night
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Male
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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
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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