Anyone here make money off developing games? Why or why not...

Anyone here make money off developing games? Why or why not? How much do you make and what have your experiences been like? Is it a good form of passive income once released?

Attached: header.jpg (460x215, 57K)

Other urls found in this thread:

youtube.com/watch?v=Hnq43V0Jl6A
eu.usatoday.com/story/tech/talkingtech/2018/05/30/active-shooter-video-game-simulating-school-shootings-pulled/654697002/
eurogamer.net/articles/2018-07-30-steam-game-abstractism-turns-pcs-into-cryptocurrency-miners
twitter.com/AnonBabble

It's a bit like the music industry. For every Rolling Stones there's ten million guys playing dive bars for free beer and a hand job from Sandy the barmaid. Except without the handjob.

/thread

like every other method of making money, you're too late

bump

I do, I have an fps that I solo developed that is kind of like Doom / Quake / Dark Souls / Destiny.

I suck at promotion and basically don't even try but I am an old schooler game dev whos worked on a ton stuff. Most people are expecting my game to be something much smaller scale but its pretty complex.

Its called Revulsion.

Next I am going to go fully into crypto based gaming. I want to make an rpg on the eos blockchain where the entire game is on chain, no servers.

What the /thread guy said

I am a titanium oldfag that's played Doom and Quake extensively. Played a lot of RPGs too, just not jap ones except for ff7. Can I play your game?

Yep, Search for it on steam early access. Its almost done as well.

TY548-RD49B-QI4HJ
M588Y-PPWQ7-HKJGT
A6J67-ZI7QC-LHGBD
EYC7M-YZVTV-AVNKJ
W9EMK-WFWC8-E94XL

Think fast, 5 free keys. lol

FUCKING STARDEW VALLEY IS RUINING MY LIFE. THAT GAME IS TOO FUCKING ADDICTING. HELP ME.

You need to lower the price if you can, I'd buy it for less than 10 eurobux. Also you need multiplayer

I took the W9EMK key on the bottom. Thanks for the game fren and hope great fortunes come for you. Can't wait to try it out.

Attached: 1523338592683s.jpg (250x200, 6K)

thanks

Thanks, got the first one

Holy shit I'm fucking slow. Couldn't play it on linux anyway, thanks tho

Forgot image

Attached: thankyoukindspirit.png (474x175, 11K)

thanks

OP send me a code at [email protected] yo

>You need to lower the price if you can, I'd buy it for less than 10 eurobux.

I can consider that but it has way more content than games worth 20 bucks so not sure what to do. Especially after I do the first free expansion... Games like Strafe ect are worth ~20 bucks and they have way less going on gameplay wise.

Its a tough call. Maybe if I lowered the price it might help but I am not sure it will matter. I suck so much at promotion that its hilarious. I can sell it for a dollar and still not sell anything I think!

> Also you need multiplayer

Agreed. I want to do coop but it raises complexity too much to actually get it done.

Have fun anons

If you have feedback or find bugs the game has a discord.

THEY'RE ALL TAKEN REEEEEEEEEEE

>THEY'RE ALL TAKEN REEEEEEEEEEE

lol I didnt even think there were 5 people in the thread hahaha

QTV77-RYDQA-V6YHZ
N6D5E-4IG7P-K80TG
GI8YE-RC63P-JHL99
YB47G-DAFRQ-EA9GH
LDLJ4-IXZK6-RD2K9


enjoy.
That's 10 copies. That's more than I sold this month haha

In this gay world a game being good isn't enough, I've personally known game devs who had a good planning, good development and made a projection of a worst case scenario and got even worse results.
And no it's never a good way to earn passive income, literally a bunch of other literally who tier games gets spammed on Steam because they care fuck all on curating.
However if you wanna be a sellout you can send your game to sites such as IndieGala or Groupees and get a quick thousand buck for your game.

Attached: 1506471913217.jpg (2893x4092, 1.95M)

So how much have you made out of this? and how long it took you to develop it?

Thanks fren. I will play it now, I hope you make it.

> So how much have you made out of this?

Very little, But I do have 2kish wish list which would be great if they convert to sales when I get it out of early access. Most of my money is from crypto honestly. If I make it then ill just keep making crypto games after this.

> and how long it took you to develop it?

This game is about a year old. Mostly solo dev.

> In this gay world a game being good isn't enough

Pretty much.

>YB47G-DAFRQ-EA9GH
thanks, took YB47G

Might as well put some keys for my game too then, give and take right?

PI74Q-W0KZY-Z5DIE
GL4RQ-K9WL0-7JQLX
5YAI7-ZEV6N-E8EGX
J9RA8-885T5-CNZ0R
JTWZQ-LT3IM-9DLKY

I have a local+online multiplayer shmup kind of like Gradius. It's on Steam, still early access but almost done.

Its called CounterAttack

Like I'm thinking of incorporating crypto into my next game in some way.

I took the bottom one JTWZQ one. Thank you to. Hope both you developers make it. I know the game market is tough.

Attached: 1492817097398.jpg (633x369, 43K)

Why don't you make a multiplayer option? Create a Twitter and send it to a few famous Youtubers. Like, for real. I hope you make it, user.

thanks I took fist one

>I'm thinking of incorporating crypto into my next game in some way.

Crypto gaming is going to be big. My goal is going to get a decent rpg setup where everything is on chain so its like a crazy addicting and brutal PVE PVP fest. I have plans on the design already, I just need to get support for unreal 4.

It will be so fucking cool to do crypto games.

I used to make Android games, but around 5 years ago, it became very hard to get exposure after Google decided to remove the new app section. This section allowed any app to get at least some exposure in the beginning. Now, it's impossible to get any exposure unless you pay a lot of money for ads.

could someone explain how crypto games work?

>Why don't you make a multiplayer option?

Multiplayer ends up being fairly complex to add and if you dont have it as part of the games core design from the start you can cuck your game into SP only pretty quick.

> Create a Twitter and send it to a few famous Youtubers. Like, for real. I hope you make it, user.

I have a twitter and stuff, I just kind of suck at promotion. I feel defeated, I just want to on something cool honestly.

Reminder that you need to create controversy to gain free publicity. For instance, make a game that takes place in Australia and their media will go nuts.

youtube.com/watch?v=Hnq43V0Jl6A

Or create a school shooting sim, and you'll rake in massive bucks from edgelords. The previous game was taken down because the dev was a scammer, not because the content violated Steam's TOS.

Attached: 1533320578544.jpg (1440x810, 155K)

On chain items and all platform support will be key. Which means Unreal or Unity is a must. I'll add you on Steam if you want to chat more, if our ideas are close enough perhaps we could collaborate?

A multiplayer school shooting sim would unironically be kino.

Yeah, in my opinion the best direction will be to have the game setup entirely on chain. Where all player positions and everything are handled with smart contracts.

The game pulls everything from the blockchain so no servers are needed and you have ways to deal with cheating simply because smart contracts tend to be pretty secure.

So my plan is to kind of combine a turn based strategy game like Disgea with something like Ultima Online. The turns will be timed for every 10 seconds.

>I'll add you on Steam if you want to chat more, if our ideas are close enough perhaps we could collaborate?

Yes please, especially if you are looking to work with UE4.

I know how you feel. I sent keys for CA to like 300 YouTubers and got like 5 videos out of it, none of which got more than 10k views. Promotion is hard. And makes me feel sleazy.

How would a multiplayer work? One player is the shooter while the other is a SWAT? Or 2 players collabing on getting kills before death by cop?

Like PAYDAY 2
Co-op 4 player school shooting game!

Either, make it like Left 4 Dead, Shooters Vs. Cops, where you can set either team to bots or have humans on both sides.

One person would be the shooter and the rest would be students. In the first part, everyone would have to try and capture the shooter. When the shooter starts killing, the students have to try to escape or defeat the shooter.

Friend request sent to TheCastle

Asymmetrical multiplayer? Like Dead by daylight? Interesting...might dwell on this idea

Attached: mixed.jpg (1600x1600, 1.18M)

I'm a musician, user, and i can say that even believing in my pontetial: quality isn't all. i know it's a pain in the ass but we have to invest money in marketing, social media and shit like that. Take your time to think about it.

>Promotion is hard. And makes me feel sleazy.

Yeah, its definitely tough. Here is the trick though. If you make a half decent crypto game you get publicity just from that alone. You can promote it on reddit and people will support your shilling because they have incentive to support your project.

Crypto is devious like that. If you make a half decent game people will shill the game in hopes it makes the coin value go up. That's the angle I want to hit.

>I'm a musician, user, and i can say that even believing in my pontetial: quality isn't all. i know it's a pain in the ass but we have to invest money in marketing, social media and shit like that. Take your time to think about it.

I completely agree.
Not sure what to do yet. But I mean I am sure the keys I gave out will give some anons fun!

It also makes it more interesting to the RCE gamers, like Entropia Universe and stuff. First good crypto runescape is going to make it big.

This, literally this. Sell it for 5$ and make it. Make some cool dynamics and thats it. Buzz all over.

>First good crypto runescape is going to make it big.

God damnit I want this so bad I can taste it.

Try to study a bit of social media, it's REALLY easy and you will be surprised with all the interaction you can get just by using Instagram.

The game looks pretty cool. I like the coop aspect. Don't see that often in shmups.

I would make it. But is there a way to stop potential media to dox me as a dev? I know that Steam allows companies to put any name they want under publisher/developer. But I'm worried a rogue Steam staff would snitch to the media

What if you make a cool game just like Papers, Please where you work as a day trader of cryptos? You can use cocain and things like that - as a way to make things funnier for normies. You could try to put the real crypto somehow in the game.

>After investigating the controversy surrounding the game, Valve learned a person identified as Ata Berdiyev was behind the game's publisher, Revived Games, and developer Acid.

"Ata is a troll, with a history of customer abuse, publishing copyrighted material, and user review manipulation," Valve spokesman Doug Lombardi said in a statement

eu.usatoday.com/story/tech/talkingtech/2018/05/30/active-shooter-video-game-simulating-school-shootings-pulled/654697002/

Maybe if you tried to make all that you need to do using some kind of VPN. Maybe i'm dreaming.

Would be fucking hilarious. Basically Biz the game at that point.

Valve needs your bank details and real identity. Also, I would be using UE4. Epic Games could possibly ban me from using their engine. I don't know. Maybe it's not worth it for a quick buck.

Make dealing with retarded shitposting a part of the game and you have a best seller right there

>I like the coop aspect
This is basically why I made it. I couldn't find a good online coop shmup, so I made it. 8 player online coop is crazy, there is an in game command to set it to 16 player - only ever had one 16 player game but it was hilarious.

>I would make it. But is there a way to stop potential media to dox me as a dev? I know that Steam allows companies to put any name they want under publisher/developer. But I'm worried a rogue Steam staff would snitch to the media

Its kind of a meme to avoid doxing. If someone wants to they will. In my case am insta fucked on that front... If you work on AAA games your name gets placed there, your name ends up on your CV.

I don't know if its possible. The game industry doxes the fuck out of you...

struggling to decide what to do as a first year compsci student(no motivation to continue), what would you do to make money by making something, whether that's an app or game?

I made an indie game that sold a million units on Steam at $5 a pop.

No larp.

id like to ask you this too

it would really help me if i were to be able to make money by making something. study depresses me because i dont see any results, no money.

thanks in advance

Post game

>what would you do to make money by making something, whether that's an app or game?

Most of my experience has been working for someone. Only recently have I tried solo gig and frankly I have almost no idea how to make money outside of crypto kek

I don't know if there is a magic formula, its a gamble.

>study depresses me because i dont see any results, no money.

I will tell you one thing. School is pretty much worthless in the game industry. Powerup some autism and aim it at something you enjoy and hope for the best. Build a portfolio and try to find work at a studio.

Imagine EVE online connected on Blockchain.

Smart contracts and actual markets controlled with crypto

so Jow Forums can doxx me, no thx

>Smart contracts and actual markets controlled with crypto

Its a matter of time before Jow Forums becomes /v/, no bullshit!

Having a no bullshit Runescape on crypto would just fucking dominate. It would be insane man.

I would keep it at the same price. I can't articulate it very well but most games would not significantly change in sales by lower or raising the price IMO, additionally the price of a game has an effect on the perceived quality even after you've already bought and played it. Like at a 5-10 dollar price point it's saying here's another entry in the oversaturated barebones indieshit space with an alright gameplay concept that is fun for a couple of hours. Games are so cheap relative to people's disposable income these days that making it 20-30 dollars isn't a big deal.

Plus I’ve been hearing rumors that EVE’s company wants to have an actual ICO

lmao. Why the fuck would anyone care about doxxing you. I'm a gamedev myself and I'm curious to see what sells well on Steam

Attached: blackholesun.png (570x520, 262K)

>so Jow Forums can doxx me, no thx

Jow Forums can dox you anyway. Its pointless to even bother. I am 99% sure there is some person on here that can do it effortlessly.

I always just go with the flow and stay consistent. internet privacy is a meme imho.

> Games are so cheap relative to people's disposable income these days that making it 20-30 dollars isn't a big deal.

this is actually true, I wonder if I cucked myself for not selling at 20. Because it really does make people wonder if the game is good or not. Like selling it for 15 probably just makes people think its not as good as something like Strafe...

>Plus I’ve been hearing rumors that EVE’s company wants to have an actual ICO

I think it would be a good idea for sure.
But I wonder if it misses the point and kind of causes problems. So like when I think of a crypto game I try to think about the advantages it gives. If your game has dedicated servers then is the ICO really worth more than the games current money? All you ended up doing is causing a taxes to be a problem with no real advantage I guess.

But if the entire game is on chain, then the game lives on forever. Thank about that.

you think i can "actively" put my time and effort in crypto at the current state of the market and profit?

mhmm

wouldn't there be massive lag if an rpg was entirely on chain?

>you think i can "actively" put my time and effort in crypto at the current state of the market and profit?

Its a total gamble but right now its obvious as fuck. Crypto needs an addicting game like Runescape or EVE or something like that.

Whoever pulls it off first is going to make it. This shits going to be insane.

Thats why I plan to do it as a turn based hybrid with 10 seconds for your turn. My plan is EOS as well which is pretty fast. Something like ETH might mean having to go with a very slow game.

Sorry to burst everyone's bubble, but Valve is cracking down on this type of game

eurogamer.net/articles/2018-07-30-steam-game-abstractism-turns-pcs-into-cryptocurrency-miners

15 is solid, I think it's sub 10 where you really start to run into problems. your trailer looks decent and a lot of people in the reviews seem to really like the game as well (even the only negative review has 30+ hours). you probably just need to have some solid shilling and a better logo/banner type thing to make it feel more like a product and help with branding. PUBG, r6 siege, and Payday have really good simple ones. shit like big text with a little flair or big titty anime girls or something.

>shit like big text with a little flair or big titty anime girls or something.

You have my attention!

>Sorry to burst everyone's bubble, but Valve is cracking down on this type of game

Turning your game into a mining swarm is kinda lame imo. It misses a lot of points and it wont raise the value of the coin right.

I think the best direction is to keep the game as much on chain as possible, and make it so the game raises the value of the coin so you can shill it with your "team" so to speak. Because in crypto, every coin is like a team, and people will fight by your side for a common goal.

Missing out on that boost might be a big mistake right guys?

can you point me in a direction? is it viable to research a lot and daytrade, or do something else? i havent been following crypto for a couple months

This stuff is so new I just don't know. We are no bullshit treading new water right now. Its fucking crazy I think.

I made a game that went through early access over ~2 years.

A few months before release I doubled the price from $10 to $20 and saw zero drop in sales.
I think it is easy to undervalue your work if your work is actually good, a lot of this 'price data' is from garbage developers. I'm sure the uniqueness of your game matters too, if people want it they will pay.

I can't speak to every program but my schools CompSci didn't really help me become a better gamedev. I did learn a few things but for the most part I didn't use it. It did help me meet a lot of awesome people, for that alone it was worth it.

Send it to Gggmanlives

>A few months before release I doubled the price from $10 to $20 and saw zero drop in sales.

When I priced my game at 15 I was super worried about people thinking it was a small game with not much content when something like Strafe is worth 20-30? USD right now.

>15 is solid, I think it's sub 10 where you really start to run into problems.

my gut says this makes the most sense.

>It did help me meet a lot of awesome people, for that alone it was worth it.

Connections are super important. Though its never been a problem to make connections. If you go into a good modding / mapping community like CS:GO or TF2 Skyrim Fallout 4 you can usually put out good work and get connections that way too by simply building a following.

Gamedevs watch their mod communities a lot. We always tend to look for talent in those spaces.

>Gggmanlives

I like his stuff, maybe I should do that. I wonder what he would say.

I'd also say that an initial low price puts you in an awkward spot on Steam.
Sales are such a massive part of the market now, being able to eventually do a 20-50% sale and still make decent money is invaluable. You don't really want to be forced into a position of earning a couple dollars per copy during holiday sales.

Yeah its like crack, I cant stop

Also keep in mind, in this case I am a solo dev, so even low sales is pretty good. 10k sales would be a lot. Even if it was 50% price range.

Development tools have just become so amazingly good these days its possible to do so much more with much fewer people. Its a crazy time to be in the game industry.

Think about with crypto, you can make a game, keep 100% of the profits and all you need is a way for unity or unreal 4 to connect to your choice blockchain.

And then on top of that if the game is good you get a free army of shills who want to promote the game because it might increase coin value.

lmoa

>keep 100% of the profits
I think Epic would have something to say about that if you use UE4

seriously fucked with my head, this guy just took my favorite game harvest moon and reimplemented it with more autistic dialogue and more boring map, now he's a multi millionaire

He made 50 million dollars across all platforms

True but its like 5%
IRS will probably cuck you super extra hard too.

the harvest moon guy probably didn't even make this much even when adjusted for inflation.

fucking nuts, it's full of bugs, doesn't have any real gameplay (the dungeons are boring as fuck after you get the best sword) the npc's are shallow. You can really tell the dev is a virgin by the dialogue in this game.