Don't write a single LOC until you have at least one user.
You can have backers, but even then you probably want hundreds of them before embarking on a three year development journey.
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Don't write a single LOC until you have at least one user.
You can have backers, but even then you probably want hundreds of them before embarking on a three year development journey.
Game industry is the economics of superstars. The Macroeconomics of Superstars[1] >Abstract >Recent technological changes have transformed an increasing number of sectors of the economy into so-called superstars sectors, in which a small number of entrepreneurs or professionals distribute their output widely to the rest of the economy. Examples include the high-tech sector, sports, the music industry, management, fna…
Game industry is the economics of superstars. The Macroeconomics of Superstars[1] >Abstract >Recent technological changes have transformed an increasing number of sectors of the economy into so-called superstars sectors, in which a small number of entrepreneurs or professionals distribute their output widely to the rest of the economy. Examples include the high-tech sector, sports, the music industry, management, fna…
Absolutely. All things are turning into the economics of superstars so long as they're subject to network effects and the widest, most fluid and well-informed possible market. Uber drivers will turn into the economics of superstars. Amazon warehouse workers will turn into the economics of superstars. You'll keep on getting individual ultra-high performers who dominate whatever area it is, and more ordinary performers…
Don't write a single LOC until you have at least one user.
How exactly would you do that for a platform game like we are talking about here?
but even if the answer is "for this kind of product it's impossible to get a user before writing code" it's not necessarily a bad heuristic -- maybe the conclusion could be "don't build this kind of product, pick something else"
Market, marketing and basic UED on the site are all issues here. 1. why would I pay 7 bucks for this, when something like PUBG is ostensibly free? There is no easy "trial" download (Do I even down load this?) Does it work on my phone (a lot of the low end game market went there. 2. Selling things is hard when your up against free. I dont like the freemium model but free stuff with ad's makes money - give it away and…
PUBG is $30: https://store.steampowered.com/app/578080/PLAYERUNKNOWNS_BAT...
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I consider myself as a big fan of Metroidvanias, I'm even the kind of person who actively looks for new games in this genre, and those were my thoughts as well. I would even say that this game manages to hit the 3 points in which I avoid on a Metroidvania: 1. Rogue-like. I really dislike rogue-like, no special reason, just a personal preference 2. Lack of a plot. I appreciate the feeling of exploring a world the feel…
> Also... no Linux version? Really? You're criticizing an indie game developer who feels he just wasted 3 years of his life making a failure, for not spending the extra year or whatever it'd take for it to be cross-platform?
There are plenty of types of games I'd still love to see made or have ideas for, but they require 3D, money, great art teams. Indie games generally cannot pull this, so they tend to be limited to rather rigid subgenres, and there are only so many variations of Metroid you can make before people mostly find what they're looking for.
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I was going to say: this "moment" on HN might increase the sales more than all of previous efforts did. Today, the market is so saturated that even if you have the funds and interest (as a player / fan of genre), there is no way you can discover or keep up with all new releases. Steam has no way of listing them in an easy to parse overview, publications have now way of keeping up, streamers only have so much time. Th…
> The solution is to market, market, market. Distribute keys to streamers, contact publications, optimize for off-days when they need something to write about. There are no "off days". There is no "solution" for this title, except maybe a total visual makeover, which is probably out of the question. Some titles fail, end of story. > Everything looks okay, especially for a small team effort, but it needs more polish.…
The end user doesn't care you hand built your engine out of C and other beautiful technologies. They care if it's fun. Period. It's looks like way too much time was spent on an engine when off the shelf would have done better.
I couldn’t agree more. When I read the engine was built in C++ it absolutely knocked me flat. Why? With perfectly awesome and free technologies like Unity, you’re setting yourself up for failure by spending hundred hours putting together something that has already been created for you. It would allow you to focus on making the best game possible, instead of wasting countless hours re-inventing the wheel. IMHO, that’s…