Posts Tagged ‘motivation’
It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )
Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.
I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
It wasn’t enough.
The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
of a bar to set, only time will tell!
I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.
1: Don’t Give up! : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.
2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!
3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!
I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
I probably don’t, but i’ll be damned if I ever stop tryin.
Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments
Dont get Cut! Free on Google Play:
Don’t Get Cut! 1$ on samsung app store:
Super Pixel Ball Free(web Version) on gamejolt.com:
Super Pixel Ball Pay as you want :
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!
We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!
Why they call me the producer here. Do you know what the producer does? No? Neither do I. I have been doing something for 72 hours. I haven’t been crawling away from the computer, writing no code line, drawing no picture and writing no scene letter. I haven’t even felt when I hoarsened telling everybody once again what to do right now or we aren’t in time.
But for a start we should find an idea. The best idea, do you understand me? Such idea that we have no doubt. I called everybody and offered everyone to write something. Some ideas were funny? Some of them were too difficult, and someone was well enough. We had 15 ideas that we wrote according to witnesses after several hours of brainstorm. At first we denied 5 ideas. There were interesting, deep and well described ideas among of them. So we denied my ideas too. Then we keep on 5 ideas. There was nothing strange because all this five ideas were perfect and can take part in competition.
So the firmest ideas were kept on at the end. The participants of the team in turn said what idea we didn’t like. And it turned out that everyone had personal old scores with some ideas. Just then several sweet raccoons, dozen heroes, evolving runner and very accurate shooter were died. Suddenly for all the most unnoticeable idea about Man was elected. He needs to keep the fire burning, tossing firewood every 10 seconds. Otherwise, the fire goes out and you will die. The most interesting thing began than, of course, when the plane, cave and friendly deer appeared. Yes, it was the sweet deer that approached trustfully to our main hero by comics. The main hero killed it every time, tore the leg and ate at fire.
It was very funny, Ludum dare unites people and opens new possibilities in them. I didn’t think that I could speak during 72 hours: Yes, of course, you are quite right. It shall be done so as you want.
It looked real bad for a moment, we didn’t implement all the features we wanted, but we made a game! A game that’s actually kinda fun to play, and at least made us laugh (YMMV, we have a terrible sense of humor).
Great jam, congrats to everyone who managed to make it in time, stiff upper lip to those who didn’t; don’t give up, there’s always next time!
Yay for game development <3
The game is getting ready, anxious to come into the world.
Our shoulders are heavy with the two nights that we carry over us.
Sunday has come up on our back, and it’s time the great battle, the last journey. We felt like the 300 Spartans at Futuristic Thermopylae shoulder to shoulder (without the history of being a Spartan, of course).
But now comes the final battle where the devil is hiding in the details.
Until improved warriors deserve a rest.
I (Aapo, the creepy scarlet-haired programmer dude) woke up about 90 minutes ago and sat down to write some code. I got some good things done, and will probably get some breakfast before I continue. We’ve made a lot of progress in the last 24 hours. We fleshed out the idea we’re going with, Alvar has already done some real nice graphics work. Ville is (I believe) almost finished with a really awesome tune, and I’ve got the gist of the core gameplay nailed down. Stream still going strong, although before Alvar arrives, the webcam will mostly be off the empty livign room
Anyway. Good job everyone, keep at it!
To the compo-heroes: KEEP AT IT, FINAL STRETCH.
To our fellow jamians: Halfway point coming up, gut check time!
Yay for gamedevelopment <3
What do you think will happen to the Potatoes? Tell us!
This is a follow-up to the previous news report from Dezzles.
Don’t forget to join our ranks (LDTO, Tower Offence) if you have not already and fight against the potatoes (LDTP).
Some news will follow regarding the status of our other enemy (LDTD, Tower Defense).
I haven’t missed a Ludum Dare in a few years. Of course I’m in. I will likely use this HTML5 basecode, but I promise NOT to make a platformer with it.
Good luck, everybody! HAVE FUN! Embrace your inner kung-fu master.
Well, some of you may have noticed (but probably didn’t) that in the last days I disappeared.
That’s because I failed at LD 26 and I was ashamed of coming back here after failing.
Why I failed at LD 26? Well:
- I got sick. Nothing serious but I was definetely not in the mood to make games.
- Motivation. I started to make my game. Then I saw what other people were making. Then I saw how my game was a crap and lost my motivation.
- Theme. No, I will not complain about the theme itself, but I was prepared for other kind of theme. My tools were way overkill and non apropriated for the kind of game I was aiming to make. For example: I was using Box2d in a game were nothing moves!
I think 1 was the main reason.
Well, I learned a lot actually. After 5 hours of work (that was hour 12 of LD) I thought I was done. I couldn’t think in nothing I could add or polish. And I think that’s bad, because the game wasn’t “fun”. Well, after 5 hours of work I was already burning in fever too.
Well, wish me better luck next LD.