What to know before releasing a Demo?
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Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
What to know before releasing a Demo?
What should I know before I release a Demo for my game? Like what kind of legal things I should be aware of, what information do people want to know, who should I give special thanks and credit to, etc..., and anything else you guys can think of.
If an Owl hoots in a forest, does it make a sound?
- Scribbles
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Re: What to know before releasing a Demo?
legal stuff:
don't use stuff you don't own unless you have permission. period.
people want to know:
how to install and how to play
people to credit:
anyone who helped you create the game, whoever else you want to
Otherwise:
content warnings if they are needed (usually with violence, adult themes, and so on)
when you plan to release the full game
full game content that can be expected (number of routes, illustrations, length, and so on)
just a general idea, but it's really up to you in the end!
don't use stuff you don't own unless you have permission. period.
people want to know:
how to install and how to play
people to credit:
anyone who helped you create the game, whoever else you want to
Otherwise:
content warnings if they are needed (usually with violence, adult themes, and so on)
when you plan to release the full game
full game content that can be expected (number of routes, illustrations, length, and so on)
just a general idea, but it's really up to you in the end!
Re: What to know before releasing a Demo?
Cool, thank you.
If an Owl hoots in a forest, does it make a sound?
- Eirrir
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Re: What to know before releasing a Demo?
I suggest you look through the Works in Progress section of this forum because you'll get a lot of answers to your questions that way. Actually, if you haven't yet created a WIP post for your game, it would be a good idea to do so. That way, you'll actually get some people to look over your game and provide feedback. In general, though, what information you provide about your game depends largely on how you want to present your project. In regards to legal matters, I'm no lawyer, but I think that if you are using original material and if you've given credit to everyone for their respective works appropriately (e.g. who did the art, who did the writing, who did the programming), you shouldn't have much to worry about. The way I see it, special thanks is usually given to people who've helped you with the project (e.g. coding help, emotional support, etc.) but didn't exactly play a typical or dedicated role in your project.
Re: What to know before releasing a Demo?
A lot of people would want to see samples of the artwork (sprites).
Some of my visual novels are at http://www.the-new-lagoon.com. They are NSFW
Poorly done hand-drawn art is still poorly done art. Be a Poser (or better yet, use DAZ Studio 3D) - dare to be different.
Poorly done hand-drawn art is still poorly done art. Be a Poser (or better yet, use DAZ Studio 3D) - dare to be different.
- Katy133
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Re: What to know before releasing a Demo?
Things a demo should do:
A visual novel demo should...
A visual novel demo should...
- ... Setup the premise (what the story's main conflict is).
- ... Introduce the main characters (and their personalities).
- ... Be a 'vertical slice' (if your game has mini-games/an interesting gameplay mechanic/choices, you should give the player a taste all the features your game will have).
- ... Tempt the player in (don't drag things. Don't be boring. Leave them wanting more).
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Re: What to know before releasing a Demo?
A question in that regard:
A demo is obviously free. Let's say I am using a font that I don't YET have a commercial licence for because I might decide to change it later, and non-commercial use of that font is free. Am I allowed to do this or do I need to either buy the licence or swap out the font for the demo too?
A demo is obviously free. Let's say I am using a font that I don't YET have a commercial licence for because I might decide to change it later, and non-commercial use of that font is free. Am I allowed to do this or do I need to either buy the licence or swap out the font for the demo too?
Crappy White Wings (currently quite inactive)
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(On Hold: New Eden, Imperial Sea, Pure Light)
Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
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Re: What to know before releasing a Demo?
I believe you can use it for the demo, yes. If you decide to use it in the commercial version later on then you must buy the licenseMilkymalk wrote: ↑Thu Jul 20, 2017 7:43 pm A question in that regard:
A demo is obviously free. Let's say I am using a font that I don't YET have a commercial licence for because I might decide to change it later, and non-commercial use of that font is free. Am I allowed to do this or do I need to either buy the licence or swap out the font for the demo too?
Re: What to know before releasing a Demo?
Also make sure your demo is tested by other people then yourself, preferably on all platforms you want the demo to be available as (Windows, Mac and Linux).
You will probably not get in trouble, but there is no such thing as fonts you can use for a demo. If you want to be sure it is wiser to swap out the font temporarily for a free, not as nice font.
You will probably not get in trouble, but there is no such thing as fonts you can use for a demo. If you want to be sure it is wiser to swap out the font temporarily for a free, not as nice font.
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