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Did I just waste 3 years?

infinitroid.com

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Re: Did I just waste 3 years?

#221

Earlier quoted context omitted.

#1 and #2 are strongly related. Procedural generation makes it much harder to create a sense of a coherent world, rather than a series of disconnected mini-games.

The Binding of Isaac seems to trike a good balance, if you're into that sort of thing.

You're reaching

Re: Did I just waste 3 years?

#222
If anyone wants to try this without making a login: justchecking/justchecking

Personally I played about two rooms and then got bored. It sure is a tribute to Metroid. With weird, floaty jumping (did Metroid have that? I never played that one very much.). And tiny, dark graphics. Plus I was playing it on the keyboard and not fullscreened which never helps.

Re: Did I just waste 3 years?

#223
post #105

Earlier quoted context omitted.

On the other hand, sometimes it's very much not chance. Take stardew valley. It's not like Barone hit some sort of jackpot with his game. It really is head and shoulders above the competition, and that appears to be entirely due to his hard work on it. My evidence for this is that after I played Stardew Valley I was thirsty for more similar farming games, so I played or looked at every single one on steam (there's on…

I just had a look myself. The first one I see is "Fantasy Farming: Orange Season"[1]. Looks very similar to Stardew Valley, review average is 96% positive, but it only has 61 reviews (a good general indicator of sales) vs Stardew Valley's 86,000. I'm sure it's probably not as good as Stardew Valley, but one has probably 1400x the sales of the other. It did also release after Stardew Valley which is a problem. You can…

This game looks obvious problematic as far as marketing goes in my opinion.

I mean, just look at the name, for starters.

Re: Did I just waste 3 years?

#224
People should build the game they want to play.

That's really how I view things. I just play nice games, find flaws and things to be perfected, and gather up all those things in a game that could be enjoyed.

Re: Did I just waste 3 years?

#225

You made the mistake of thinking that anyone would care how many hours you spent optimizing some C++ function that does something already solved a hundred times in a hundred different game engines. It's a natural tendency for all programmers. But making a game in 2018 is far more of a creative endeavor than anything to do with programming really. You need a massive amount of top notch artwork, music, 3D modelling, sh…

> You need a massive amount of top notch artwork, music, 3D modelling, shader effects, SFX, etc. to have a polished nice looking game. That takes either superhuman talent or a large team of specialized people beyond yourself.

I think gameplay and marketing win here. Consider two gamesL one has great graphics but bad gameplay, the other has bad graphics but great gameplay. The great gameplay game is going to win that match up.

The problem here seems to be that supply is geometricly growing whereas demand is largely fixed. To compete and be noticed you need to make a serious investment in marketing or get extremely lucky.

Re: Did I just waste 3 years?

#226

Earlier quoted context omitted.

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.…

To be fair, didn't Factorio start out with poor graphics and improved them over time?

Re: Did I just waste 3 years?

#227
post #175
post #125

Earlier quoted context omitted.

Seriously, how many Linux users you know that pay for software? How much would that increase indie's sales? By 2?

The humblebundle sales showed clearly that linux users are ready to pay much more for video games than windows users are. I have personally used hundreds of dollars on linux compatible games.

When was the last time you paid for an indie humble bundle though? I think it proved that for a short moment a very small percentage of users were supporting games at a higher rate than the majority in order to support a cause, but once the novelty wore off they went back to not caring. I just don't think there are enough Linux users out there that are also regular gamers to make Linux support worth it for most titles. Sure there are exceptions especially if you're building a game that disproportionately appeals to that audience (like KSP or Zactronics), but in most cases its not really worth it.

Re: Did I just waste 3 years?

#228

You made the mistake of thinking that anyone would care how many hours you spent optimizing some C++ function that does something already solved a hundred times in a hundred different game engines. It's a natural tendency for all programmers. But making a game in 2018 is far more of a creative endeavor than anything to do with programming really. You need a massive amount of top notch artwork, music, 3D modelling, sh…

Minecraft.

It's easy to list the games that made it, harder to list the thousand of similar games that didn't and were forgotten. Minecraft didn't make it because it was super well coded (it was decent but I'm sure well-optimized C or C++ could have easily outperformed the JVM), it was mainly at the right place at the right time.

I think the reason Minecraft was successful was first and foremost because of its concept. Looking at the author's game is seems pretty obviously like a Super Metroid clone (at least judging from a video, the level design looks like reskinned Super Metroid levels and many of the powers and enemies are extremely reminiscent of Metroid). I really like Metroidvanias but as far as I'm concerned it's really the art style that kills it, I'm really not fond of this pseudo-realistic tile work.

Re: Did I just waste 3 years?

#229

Poking around the guy’s website [0], I’m not surprised his sales are so dismal- it’s a very earnest description of a project its developer obviously likes, but which he describes in terms of other, pre-existing games and game-styles (e.g., metroidvania, roguelike, procedurally generated, crafting, etc)... which reads as “a mashup of other games you’ve already played.” The one differentiating bit, that it’s a metroidv…

The play-in-the-browser bit should absolutely be his selling point, maybe pay-what-you-want. I've always got an eye out for browser shooters where, idk if there's a gaming term for it, you can walk into a corner and then step away from the keyboard and not get killed.

Re: Did I just waste 3 years?

#230

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 development is hard, it seems like it's completely hit or miss, there is no middle ground. I've released 5 games, but I have to say, spending 2,600+ hours on something without doing market research or at least starting small seems crazy.

My most successful game was an app for iOS which made me a grand total of around $30. The difference is I only spent around 80 hours working on it (40 or so for the game, 20 or so on the level editor, and 20 or so making levels). I had no money for marketing, had done no research beforehand, so I pretty much knew it was going to fail but did it as a fun side project to learn some new stuff and for my CV.

Compare that to the various website side projects I've worked on over the years which have made me hundreds of thousands of dollars (over 10 years). Game dev sounds fun, but if you're looking to make money, I would definitely stay away from it.

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