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Did I just waste 3 years?

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Re: Did I just waste 3 years?

#541
post #476

Earlier quoted context omitted.

> To make a successful anything, it's 90% marketing, 5% quality, and 5% luck This seems very logical but indie games really do seem to defy this general rule. Pretty much every single popular indie game out there is really, really good in it's own specific way, and most of them had almost no marketing budget (when they first came out anyway). Minecraft had no marketing. Terraria had no marketing. Stardew Valley had n…

>Minecraft had no marketing. Terraria had no marketing. Stardew Valley had no marketing. Nope, nope, and nope. Stardew Valley has a notable indie publisher. There was marketing on various internet communities (reddit, 4chan, etc) leading up to the months of release. There it can pass off as organic word of mouth. Terraria was marketed months before release. As for Minecraft, Notch himself was throwing his game around…

Super Meat Boy had the backing of the xBox store (they were promised a feature page release) and several major gaming websites/magazines wrote pre-release articles or reviews for it ... plus they got the tail end too with The Indie Game movie which I'm sure added some later sales numbers for Meat Boy, Fez and Braid.

Re: Did I just waste 3 years?

#542

Earlier quoted context omitted.

It's a very simple App which helps you memorize and learn items using Spaced Repetition. https://play.google.com/store/apps/details?id=com.nerfsoftwa...

Your app gets me figuring that it would be nice for a dictionary app to have a feature that, after you look up some word a second time (indicating it's not a rare one), adds it to the "to memorize" list and trigger the notification mechanism you wrote. Also wondering if support for memorizing equations would be straightforward.

Thanks for your feedback. I would say that for the first use case, unless the "memorizing" feature is built in to the dictionary app, it's hard to do it automatically. You could use the OS's "Share" feature to manually add the word to the memory app.

I'm actually looking into displaying math equations. There are libraries out there so should be pretty straightforward.

Re: Did I just waste 3 years?

#543

Earlier quoted context omitted.

If a lone programmer wants to write tight code for games, they should build game engines or libraries that games can use and then sell those to game developers. There exists large value added chain for specialized tools, arts and libraries.

Except that it turns out that artists and game programmers are too cheap to pay for tools, even if you can present them with a clear benefit in terms of productivity gain vs. sales price. To make matters worse, big companies that could afford those tools will generally only buy exceptionally well established tools and rebuild the rest from scratch in-house. The only way to make money with games is to sell games.

Lots of people make decent money on the Unity asset store.

https://www.assetstore.unity3d.com/

Re: Did I just waste 3 years?

#544
post #499
post #483

Yes. You did. Sadly. And it is very little to do with luck or numbers or the state of the industry. Good indie games: 1. are almost never distinguished by programming (the days of Doom are gone and you are not John Carmack). Far too much time is spent coding. Use existing tools. Code only gameplay. 2. are much more about art. The trailer looks like programmer art: no coherent style, no direction, no class. If this is…

About your number one: I see lots of programmers putting too much thought (and time) into code. As if the code was the important part of anything. I am a programmer, and I have this PSA for others: Your code is just a necessary evil, not something to be praised and cherished. No customer sees your code, no customer cares about the code.

Agreed! As long as it works well, who gives a damn what it looks like.

Re: Did I just waste 3 years?

#545

Earlier quoted context omitted.

They're absolutely not "too cheap" for that - it's just a saturated market. Don't start a new company, look for a job working at Autodesk or Havok or Unity or Crytek or one of the dozen other companies that makes bank off of selling professional tools to professional game developers

I can tell you right here and right now that I know that some of the companies you name do not make a bank off of their products. And it's probably not the companies you would expect and not for the reasons you would expect. I have sources for this, but unfortunately I cannot name them.

Can you tell us which companies and the reasons? Otherwise, it’s hard to learn from your comment.

Re: Did I just waste 3 years?

#546
post #499
post #483

Yes. You did. Sadly. And it is very little to do with luck or numbers or the state of the industry. Good indie games: 1. are almost never distinguished by programming (the days of Doom are gone and you are not John Carmack). Far too much time is spent coding. Use existing tools. Code only gameplay. 2. are much more about art. The trailer looks like programmer art: no coherent style, no direction, no class. If this is…

About your number one: I see lots of programmers putting too much thought (and time) into code. As if the code was the important part of anything. I am a programmer, and I have this PSA for others: Your code is just a necessary evil, not something to be praised and cherished. No customer sees your code, no customer cares about the code.

It kinda feels like the effort is directed improperly. If graphics programming and tens of thousands of lines of C++ code is your passion, you probably would be better suited to working your way into some of the major gaming framework's shops.

There's definitely a unicorn quality to a developer who wants to work at the framework level. Unfortunately, there isn't really room for Yet Another Gaming Framework. That said, my personal experience is that it's hard to find people who are passionate about working at that level.

Me personally, if I ever did break into the Gaming Industry it would 100% be at the framework level. Transformation matricies, graphics pipelines, shaders, and all that low level stuff interests me way more and plays well to my strengths.

Making an "Indie Game" that stands out is well beyond my skill set. Grinding my life away for next to no money in a non-stop death march to hit a AAA studio exec's deadlines just seems a way to destroy my marriage and mental health.

Re: Did I just waste 3 years?

#547

After being active in the indie game dev scene for many years I see this kind of story again and again. I see many people ask why didn't it work or others say he should have done better marketing. I think they all don't understand the real problem. You have to look at really successful indie games, such as Terraria, Factorio, Mini Metro, Stardew Valley, Darkest Dungeon, Papers Please.. and there are many more. If you…

>You have to look at really successful indie games, such as Terraria, Factorio, Mini Metro, Stardew Valley, Darkest Dungeon, Papers Please.. and there are many more. If you look at these games do you really think there is an alternative reality where they would not sell many copies? I don't.

One thing about all of those is that they pass a smell test. I don't need to play it to be interested, if I just see an ad or see someone playing or hear someone talking about it then I'm interested. This game did not have that, all I've seen is a genre and some bad graphics. The gameplay itself could be great but it hasn't gotten past the smell test.

Re: Did I just waste 3 years?

#548
I mean, the author got three years to work on something they loved. It's unfortunate they didn't have what it takes to turn it into a career, but the game itself should be enough to get them into a studio or smaller indie shop.

I don't think it was a waste, but maybe the author should be looking for alternative ways to parlay the game into a paycheck instead of ... ... whatever this is.

Re: Did I just waste 3 years?

#549
post #515
post #511

Earlier quoted context omitted.

There are absolutely indie games that don't have any of that, and yet are wildly successful. See: Five Nights at Freddy's and Getting Over It. (You could argue that the hook of Getting Over It is the intentionally annoying controls, but I highly doubt that that much of the market is a bunch of masochists.)

You're 100% wrong about Getting Over It. The graphics of that game are extremely intentional, as are the controls. Bennett Foddy is a veteran who knows exactly what he's doing, and it's no accident that that game hit.

Fair, I'm letting personal bias bleed into my criticism of the game.

Re: Did I just waste 3 years?

#550

Earlier quoted context omitted.

That's not really true - take a look at the graphics from Factorio 0.1, released in 2012: https://www.youtube.com/watch?v=L_a8_zxYLik They've since sold about 20M copies at $20 (now $30) apiece. I started playing in 2017 with Factorio 0.14, when the graphics were better but still decidedly retro and they'd sold maybe 4M copies. The difference is that Factorio has a unique gameplay concept that is both extremely addic…

> That's not really true - take a look at the graphics from Factorio 0.1, released in 2012 Yes, that was in 2012 , well before the indie explosion. If you saw this game today, you would assume it is one of the hundreds of crappy 2D Minecraft clones.

I mean, here's Factorio 0.14, which was 2017:

https://www.youtube.com/watch?v=ulIqPXiM0X0#t=1200

It's better, but it's not that better, and probably something that still looks like a "crappy 2D Minecraft clone".

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