Patreon Revamps 2
About two months ago I made a few changes to my Patreon tiers, while claiming that “more changes are likely to come”…and behold, more changes have come!
Last time I stated that one of my long-term goals was to consolidate my fanbases. Some people only like to play my indie games while others are only interested in Mega Drive dev tutorials. So far, my Patreon has strongly catered to the latter crowd. But with a new game on the way, it’s time to open up my Patreon for fans of my games as well and offer them some perks!
In case you don’t care about my games: Don’t worry, all the Mega Drive perks will stay. I’m not trying to phase out my tutorial work, I’m just trying to unify my fans and to make my Patreon and work a bit more future-proof.
With that said, here’s a quick overview over what perks await fans of my games:
Act 2: You get peeks behind the scenes. This includes WIP art, notes, bloopers… If you’re interested in the creation of a game, here you’ll get a glimpse of what it’s like! Hint: It’s often ugly but also pretty funny.
Boss Act: You get access to beta tests and preview builds. Feedback is important and getting to play games before anyone else is awesome, so it’s a win/win situation!
Special Stage: Apart from having your name listed in the credits of all games I create, you will also receive an exclusive discount on each new game I release. This discount will be higher than any potential public sale that might accompany the game’s launch.
All of these perks are active as of right now, so if you (or anyone you know) are interested in supporting my gamedev, there’s no time like the present! You can find my Patreon here!
Stay safe and be excellent to each other, everyone! -Andrej
Take It to the Next Level!
Want sneak peeks and early access to stuff? Join my Patreon!Become a Patron!
Just Want to Buy Me a Coffee?
A few years ago, Yuzo Koshiro posted a pile of old game design documents for Bare Knuckle 2 aka Streets of Rage 2 on the Ancient blog to commemorate the release of Streets of Rage 2 3D on the Nintendo 3DS. These documents gave a deep insight into the game’s inner workings, technical aspects, designs and even some cut content. They were an awesome resource for one of the most awesome games ever created.
Let’s play a little game. Which of these following statements have you caught yourself saying when dying in an action game? (A) Oh come on! That bullet was nowhere near me! This sucks! (B) Oh come on! My attack phased right through him! This sucks! © Oh come on! That bullet should have killed me! This sucks! I’m willing to bet that you’ve never said ©. And the reason for that is obvious: We play games to have fun, and losing isn’t fun.
It’s time for another SGDK tutorial series! After doing a single player Pong game and an endless runner, it’s time to reach for the stars… and make a space shooter! Apart from things like scrolling and animating sprites, this new series will show you how to deal with multiple entities and their collisions, how to randomly generate backgrounds and more! This project builds upon the previous tutorials, so if you’re new to SGDK programming and have not done those yet, I highly recommend starting with Megapong.