Earlier quoted context omitted.
People keep telling us this but we feel it's overblown. When you listen to western media they make it seem like an invasion is just around the corner, whereas over here the relationship with the PRC is little changed. Nobody can know for sure but you can never know if a huge earthquake will hit San Francisco, better not live there. Or if the subway will flood in new York city, better not live there. Or if Berlin will…
I’ve been watching news in Asia, including from Taiwan, Japan, Singapore, and the Philippines. It’s not overblown. If I were to guess, people are prone to normalcy bias even when the probability for an invasion is getting higher and higher. The further China’s social order degrades, the higher the chances of an invasion.
After 20 years the Dwarf Fortress devs have to get used to being millionaires
341–350 of 451 posts
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#342I'm so happy for these guys. Selling 300,000 copies @ $30 each is life-changing money. Over the years they've accepted donations but from what I've seen it's tended to a few thousand dollars a month. Decent but not a lot for 2 people. I still find DF really inaccessible but this Steam release will prompt me to give it another go. Whatever the case, I'm happy for their success.
Classic DF is inaccessible during the first hour only if you follow a good tutorial. Most anybody willing to slog through that hour will be able to get it. Lots of AAA games these days won’t even have you playing that quick (though for different reasons)
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#343Earlier quoted context omitted.
This is pretty normal though. Also I wouldn't say they're racist. They'd strongly object to being called racist as well. And this is in a pretty liberal area too.
> They'd strongly object to being called racist as well. Every racist objects to being called a racist.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#344Earlier quoted context omitted.
> They'd strongly object to being called racist as well. Every racist objects to being called a racist.
Quoted post unavailable.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#345Earlier quoted context omitted.
The flipside is that it's a lottery. Steam is overflowing with new indie games every day, and many very good ones die in obscurity. You really have to get lucky and go viral But yeah, the entry fee for that lottery is at a historic low, which is still great (especially for hobby devs who don't care about the rest!)
Lottery implies its entirely luck based. When in reality, you have a great deal of control. Marketing IS something you can control. Sure, some streamer randomly picking up your game is beyond your control. But you can certainly create conditions that would make it easier for your game to be picked up by a streamer (build relationships with journos, streamers; get paid marketing, etc.) Calling it a lottery is a disser…
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#346Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#347Earlier quoted context omitted.
I don’t have any advice, but I will say the art in the screenshots didn’t grab my attention. For what it’s worth, I had a similar experience. I launched a game on itch.io for fun, and got a ton of positive feedback (including “I love this game!” And “I can’t believe this is free!”), but when I launched on Steam (also for free, but now with music people said they liked and new features), it bombed. The cherry on top w…
To be fair, hn submissions are a total crapshoot; don't take it too hard. The first upvote comes down to whether the right person looks at the new submissions queue at the right moment... And I often get the impression that very few people are looking at the queue and trying to separate good stuff from the giant piles of crap...
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#348Earlier quoted context omitted.
$2m in the bank is enough to easily draw $100k/yr from interest, which fits the GP’s “set for life if we make wise choices” IMO. That is way above median income in wealthy countries. Assuming you don’t try to live in SF!
LOL. Who is getting 5% risk free interest rate on USD? No one. I guess 1% after taxes is a more reasonable expected return. Remember that interest rates on retail deposits were pretty much zero for last 10 years. So, 20K USD per year. But if they can keep it up for next 5 years, then yeah, pretty much can retire on 1% interest rate forever.
The only real challenge is a portfolio mix and withdrawal strategy that minimizes the damage from withdrawing during downturns. That's where the 4% rule becomes relevant.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#349Earlier quoted context omitted.
The flipside is that it's a lottery. Steam is overflowing with new indie games every day, and many very good ones die in obscurity. You really have to get lucky and go viral But yeah, the entry fee for that lottery is at a historic low, which is still great (especially for hobby devs who don't care about the rest!)
Lottery implies its entirely luck based. When in reality, you have a great deal of control. Marketing IS something you can control. Sure, some streamer randomly picking up your game is beyond your control. But you can certainly create conditions that would make it easier for your game to be picked up by a streamer (build relationships with journos, streamers; get paid marketing, etc.) Calling it a lottery is a disser…
I think that both for simple and complex games there are those that nobody cares about and those that end up really popular. Sometimes it's about good marketing, sometimes it's about making what people actually want to play (instead of what you want to make), sometimes it's about developing it really well, other times it's just about being at the right place at the right time.
Those aren't mutually exclusive qualities, for certain titles you might need lots of one of them, or maybe a mix of all of them. In regards to what you actually need, it can indeed be a lottery and thinking that hard work (or marketing) is all that's necessary in ample amounts (or even is a pre-requisite) might be misleading, because it's not the full story.
For an example of how any mix of those aspects can lead to failure, look at the launch of Brigador, a well made game that was a flop: https://youtu.be/qUsuusNLxik
Then contrast that (years of development) with something like Vampire Survivors. Or maybe 2048, or Flappy Bird, or Wordle for examples of even simpler projects that were also easier to make, that still were immensely popular and much more successful.
Re: After 20 years the Dwarf Fortress devs have to get used to being millionaires
#350Wow, this is such a #goodnews story! > "I'll have to rework… my, uh, whole life, figure out what the heck's going on there. I don't really have any ideas or plans right now. I've just been thinking about dwarf stuff." > "My wife has plans," Zach said. "We live in a tiny little house, so buying a new house, that's a major goal."
I wonder why not he but his wife thought about improving their material circumstances? So content with his life, or so focused on the code, or something else?