[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/biz/ - Business & Finance


View post   

File: 57 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
10745161 No.10745161 [Reply] [Original]

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?

>> No.10745250

>>10745161
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.

>> No.10745271

>>10745250
/thread

>> No.10745338

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

>> No.10745789

bump

>> No.10745874

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.

>> No.10745930

>>10745250
What the /thread guy said

>> No.10745942

>>10745874
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?

>> No.10745989

>>10745942
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

>> No.10746019

>>10745161
FUCKING STARDEW VALLEY IS RUINING MY LIFE. THAT GAME IS TOO FUCKING ADDICTING. HELP ME.

>> No.10746022

>>10745874
You need to lower the price if you can, I'd buy it for less than 10 eurobux. Also you need multiplayer

>> No.10746064
File: 6 KB, 250x200, 1523338592683s.jpg [View same] [iqdb] [saucenao] [google]
10746064

>>10745989
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.

>> No.10746065

>>10745989
thanks

>> No.10746074

>>10745989
Thanks, got the first one

>> No.10746077

>>10745989
Holy shit I'm fucking slow. Couldn't play it on linux anyway, thanks tho

>> No.10746090
File: 11 KB, 474x175, thankyoukindspirit.png [View same] [iqdb] [saucenao] [google]
10746090

>>10746074
Forgot image

>> No.10746100

>>10745989
thanks

>> No.10746108

OP send me a code at altapwn@gmail.com yo

>> No.10746115

>>10746022
>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.

>> No.10746118 [DELETED] 

>>10745161
>Anyone here make money off developing games?
yes

Why or why not?
they're fun to work on and a good learning experience. also you can work on games during your off hours since you don't have friends and never go out.

>ow much do you make and what have your experiences been like?
~1000/month USD. It's been more work than I expected, gamers are often entitled ragebabies, but some of the community are awesome people and turned into long time online friends.

>Is it a good form of passive income once released?
That really depends on the game. So many on Steam make <$100 a month, which is useless.

>> No.10746121

>>10745989
THEY'RE ALL TAKEN REEEEEEEEEEE

>> No.10746136

>>10746121
>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

>> No.10746143
File: 1.95 MB, 2893x4092, 1506471913217.jpg [View same] [iqdb] [saucenao] [google]
10746143

>>10745161
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.

>> No.10746146

>>10745874
So how much have you made out of this? and how long it took you to develop it?

>> No.10746156

>>10746136
Thanks fren. I will play it now, I hope you make it.

>> No.10746171

>>10746146
> 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.

>> No.10746172

>>10746136
>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 >>10745874 I'm thinking of incorporating crypto into my next game in some way.

>> No.10746196
File: 43 KB, 633x369, 1492817097398.jpg [View same] [iqdb] [saucenao] [google]
10746196

>>10746172
I took the bottom one JTWZQ one. Thank you to. Hope both you developers make it. I know the game market is tough.

>> No.10746198

>>10745989

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, anon.

>> No.10746207

>>10746172
thanks I took fist one

>> No.10746210

>>10746172
>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.

>> No.10746219

>>10745161
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.

>> No.10746223

>>10746210
could someone explain how crypto games work?

>> No.10746230

>>10746198
>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, anon.

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

>> No.10746232
File: 155 KB, 1440x810, 1533320578544.jpg [View same] [iqdb] [saucenao] [google]
10746232

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.

https://www.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.

>> No.10746253

>>10746210
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?

>> No.10746255

>>10746232
A multiplayer school shooting sim would unironically be kino.

>> No.10746256

>>10746223
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.

>> No.10746273

>>10746253
>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.

>> No.10746276

>>10746230
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.

>> No.10746277

>>10746255
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?

>> No.10746286

>>10746277
Like PAYDAY 2
Co-op 4 player school shooting game!

>> No.10746289

>>10746277
Either, make it like Left 4 Dead, Shooters Vs. Cops, where you can set either team to bots or have humans on both sides.

>> No.10746293

>>10746277
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.

>> No.10746298

>>10746273
Friend request sent to TheCastle

>> No.10746301
File: 1.18 MB, 1600x1600, mixed.jpg [View same] [iqdb] [saucenao] [google]
10746301

>>10746293
Asymmetrical multiplayer? Like Dead by daylight? Interesting...might dwell on this idea

>> No.10746306

>>10746230

I'm a musician, anon, 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.

>> No.10746307

>>10746276
>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.

>> No.10746331

>>10746306
>I'm a musician, anon, 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!

>> No.10746334

>>10746307
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.

>> No.10746339

>>10746255

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

>> No.10746344

>>10746334
>First good crypto runescape is going to make it big.

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

>> No.10746378

>>10746276

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.

>> No.10746403

>>10746172
The game looks pretty cool. I like the coop aspect. Don't see that often in shmups.

>> No.10746406

>>10746339
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

>> No.10746409

>>10746331

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.

>> No.10746421

>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

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

>> No.10746431

>>10746406

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

>> No.10746438

>>10746409
Would be fucking hilarious. Basically Biz the game at that point.

>> No.10746446

>>10746431
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.

>> No.10746454

>>10746409
Make dealing with retarded shitposting a part of the game and you have a best seller right there

>> No.10746457

>>10746403
>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.

>> No.10746465

>>10746406
>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...

>> No.10746670

>>10745874
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?

>> No.10746704

>>10745161
I made an indie game that sold a million units on Steam at $5 a pop.

No larp.

>> No.10746737

>>10746704
>>10746172
id like to ask you this >>10746670 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

>> No.10746739

>>10746704
Post game

>> No.10746741

>>10746670
>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.

>> No.10746757

>>10746737
>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.

>> No.10746778

Imagine EVE online connected on Blockchain.

Smart contracts and actual markets controlled with crypto

>> No.10746797

>>10746739
so 4chan can doxx me, no thx

>> No.10746804

>>10746778
>Smart contracts and actual markets controlled with crypto

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

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

>> No.10746806

>>10746115
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.

>> No.10746812

>>10746804
Plus I’ve been hearing rumors that EVE’s company wants to have an actual ICO

>> No.10746814
File: 262 KB, 570x520, blackholesun.png [View same] [iqdb] [saucenao] [google]
10746814

>>10746797
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

>> No.10746842

>>10746797
>so 4chan can doxx me, no thx

4chan 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...

>> No.10746881

>>10746812
>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.

>> No.10746900

>>10746741
you think i can "actively" put my time and effort in crypto at the current state of the market and profit?

>>10746757
mhmm

>> No.10746914

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

>> No.10746926

>>10746900
>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.

>> No.10746942

>>10746914
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.

>> No.10746976

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

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

>> No.10746981

>>10746842
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.

>> No.10747044

>>10746981
>shit like big text with a little flair or big titty anime girls or something.

You have my attention!

>>10746976
>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?

>> No.10747046

>>10746926
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

>> No.10747076

>>10747046
This stuff is so new I just don't know. We are no bullshit treading new water right now. Its fucking crazy I think.

>> No.10747098

>>10746842
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.

>> No.10747111

>>10746737
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.

>> No.10747169

>>10745874
Send it to Gggmanlives

>> No.10747210

>>10747098
>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.

>>10746981
>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.

>>10747111
>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.

>> No.10747226

>>10747169
>Gggmanlives

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

>> No.10747265

>>10747210
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.

>> No.10747338

>>10746019
Yeah its like crack, I cant stop

>> No.10747350

>>10747265
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.

>> No.10747381

>>10747350
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.

>> No.10747397

>>10745250
lmoa

>> No.10747407

>>10747350
>keep 100% of the profits
I think Epic would have something to say about that if you use UE4

>> No.10747417

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

>> No.10747425

>>10747417
He made 50 million dollars across all platforms

>> No.10747427

>>10747407
True but its like 5%
IRS will probably cuck you super extra hard too.

>> No.10747456

>>10747425
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.

>> No.10747478

>>10745250
So you sayin that I can develop games for beer? not bad

>> No.10747494

>>10746797

you dont have any input or advice at all? you just came into the thread to tell us that you made and sold a game?

>> No.10747506

>>10747478
Ko-fi is a patreon thing with the gimmick that you're "buying coffee" for people you like, time to make one for beer.

>> No.10747620

ANONS I GOT AN IDEA!

Have you guys played the game cashflow by robert kekyosaki? Well something like that but less like a boardgame and make it 100% crypto. "Bitconect exit scammed. you lose your retirement fund" add drugs and trading

>> No.10747848

>>10747620
Checked and saved and giggled

>> No.10748559

>>10746136
>>10746172
Noooo just came home now, all keys taken ;___;

>> No.10748734 [DELETED] 

>>10745874
That game sounds familiar

>> No.10748774

>>10745989
Reee i wanted one too

>> No.10748864

>>10745874
Questions I have for you:

1. What language(s) is it programmed in?

2. How long did it take you to learn programming to get to the point of getting the game to its current state? How many months/years? And how many hours per day did you study on average?

3. How much learning time (in months and assuming only 1 hour of studying programming a day) do you believe it would take to be able to succesfully program that game to have multiplayer?

>> No.10749063

MOAR KEY NOWWW!!!

Jk, I make games as a hobby but I get bored when I actually have to make assests. I just block out a level and have done with. I guess I could says it's '''minimalism''' but so many other shite games try to pull it.
Honestly, my favourite part is creating sound effects, I feel my most creative then.
I like fast, first person, player-based movement, e.g. bunny hopping, surf, etc.

>> No.10749073

Anyone in this thread who developed a game solo I have some questions.

1. How many different programming languages did you learn that are directly used to make your game?

2. Game engine, did you make one?

3. How much studying a day did you do?

4. How many months/years did it take before you were able to release the game with enough content that if someone bought it the gameplay would last for more than hour for like a campaign.

>> No.10749135

>>10748559
>Noooo just came home now, all keys taken ;___;

Only 7 of the 10 keys I gave away are registered.

>>10748774
> Reee i wanted one too

>>10748734
>That game sounds familiar

I have talked about it on Reddit and I do Dlive streams of me working my stuff and I also pretty active on steemit ect. Its super likely you have seen something. I am kind of active.

I can hardly describe myself as anon at this point lol

>> No.10749154

>>10749135
Damn lying in bed already phoneposting.
Well shit.

>> No.10749161

>>10747417
Do the same with your second favorite game. No one is stopping you

>> No.10749175

>>10749135
They're deffo all taken, I tried.
So much so that I can't try redeeming any more keys; it timed me out.

>> No.10749197

>>10748864
>1. What language(s) is it programmed in?

The game is done entirely in blueprints on the Unreal 4 engine.

> 2. How long did it take you to learn programming to get to the point of getting the game to its current state? How many months/years? And how many hours per day did you study on average?

I am not sure how to answer this, I am a 20 year or so game developer veteran. You very likely already played other games I have worked on.

With that said Unreal 4 blueprints are a super amazingly easy and fun to learn visual scripting system. Revulsion took me about a year to make from scratch give or take a couple months. A lot of the development has been live streamed too.

> 3. How much learning time (in months and assuming only 1 hour of studying programming a day) do you believe it would take to be able to succesfully program that game to have multiplayer?

It would probably take another 6-8 months, feature creep would be pretty crazy I think. Thing is, I have my eyes set on making a crypto rpg if I can.

>> No.10749258

>>10749197
>You very likely already played other games I have worked on.
What games have you worked on?

>> No.10749277

>>10749073
>1. How many different programming languages did you learn that are directly used to make your game?

Every game engine tends to use some form of scripting that's unique to the engine in some way. But normally you only really need to learn one, because it will be the one you are using.

> 2. Game engine, did you make one?

I have not ever made one but I have worked with people who have made their own engines.

> 3. How much studying a day did you do?

A lot. Like I don't even want to know...

> 4. How many months/years did it take before you were able to release the game with enough content that if someone bought it the gameplay would last for more than hour for like a campaign.

Revulsion is my first solo game. So its been a long time for me personally.

>> No.10749291

>>10746143
What games?

>> No.10749349

>>10749258
Lets see...

Revulsion
Warframe
HellBreaker
Subnautica
Burnstar
Call of Duty: Black Ops Multiplayer
Doom 2 XBLA: No Rest for the living
007: Quantum of Solace Multiplayer
Quake 4 Multiplayer
SIN Episodes: Emergence
Medal of Honor Airborne
Black Hawk Down: Team Sabre
Counter Strike: Condition Zero
Star Trek: elite Force 2

Hobbies, modding and mapping

Doom 2016, Snap map: Castle E1M1: Belial's Domain
MAP ID: TKK2GDSU

Fallout New Vegas
Mod: IWS - Increased Wasteland spawns
Reworked all spawn points in the entire overworld by hand.
Wrote a complex script that detects mobs, determines what the mob is, then
modifies its spawning by configurable criteria.

Mod: Project Nevada - Survival module
Adjusted all food items in the entire game for improved balance and a greater need for cooking.

Mod: HAM - Hardcore Advanced mods
Limits the number of weapons you can carry by 6 hands. One handed weapons cost one hand, while 2 handed weapons cost 2 hands. HAM also includes manyother optional features.

Skyrim
Mod: THS - Thirst Hunger Sleep
Adds survival aspect to Skyrim by making food and drink more important.
Mod: ReVVamped
Reverses the Vampire mechanic in the game to make it so feeding makes you
stronger, while not feeding makes you weaker.

I am probably missing something....

>> No.10749396

>>10749175
Here is the last batch I can do. Hope you guys enjoy.

00IG7-TZRG4-M52DB
M39MW-P474K-WC37L
ER9NF-8ZY5K-GXY9J
T787T-G88YQ-GAE4J
QVBI9-WKCKL-4C6LH

I have to head out

>> No.10749420

>>10749197
>>10749277

Oh you responded to both, second one was meant for any other readers but okay. I see was mainly trying to get an idea on how difficult it'd be to make a game solo and how much time learning C++ would likely be on average with self study.

>> No.10749439

>>10749349
>SIN Episodes: Emergence
kino

>> No.10749478

>>10745874
looks nice

>> No.10749510

>>10749349
Cool stuff. I really hope you do a crypto rpg, crypto needs projects like that.

>> No.10749598

>>10745161

It's more work than you'd think. The secret? Don't try to do it all yourself, outsource all the gruntwork & shit you don't know how to do.

>>10745874

Go hire a freelancer or 2 on Upwork at least to do marketing for you. See above. It's cheaper than you'd think, and can make a huge difference. Might actually make some money then.

>> No.10749694

>>10749349

Heh, I've used both IWS & PN on every FNV playthrough I've done (never have time to game any more, but wasted a lot of time on FNV years ago). Well done, you've got talent! Yeah, seriously - look into Upwork, Freelancer, all those types of services til you find one you like. Fan of Upwork personally. I'm not a game dev (do SaaS web apps), but the secret is just outsourcing all that non-dev shit & even a lot of the boilerplate code monkey stuff. I just act as Senior Dev/Lead Ideas Guy really. Most of the issues with outsourcing IMO come from non-tech people trying to get a bunch of pajeets to build something with 0 clue on how development works. But since you'll be coding yourself, you can bypass that whole problem.

>> No.10749832

>>10749510
>Cool stuff. I really hope you do a crypto rpg, crypto needs projects like that.

Words cannot express how much this is needed. If I get a prototype together I will shill it here. The biggest thing I need right now though is Unreal 4 support for EOS with blueprint nodes ect.

>>10749598
>Go hire a freelancer or 2 on Upwork at least to do marketing for you. See above. It's cheaper than you'd think, and can make a huge difference. Might actually make some money then.

>>10749694
>Well done, you've got talent! Yeah, seriously - look into Upwork, Freelancer, all those types of services til you find one you like. Fan of Upwork personally.

hmmm
Ill keep this in mind.

>> No.10750209

>>10745874
>>10746171
jee wiz, a single player first person shooter
why oh why aren't you making money on it
:|

>> No.10750268

>>10750209
>jee wiz, a single player first person shooter
>why oh why aren't you making money on it
>:|

kek
I would be really well off if I sold as many copies as Dusk and Strafe though. Strafe is SP and Dusk didn't get mp until later and I hear its not so great.

It would be crazy if I sold 10-20k copies

>> No.10750425

>>10746232
Or just do your research on how to grab the eye of YouTube faggots. The first few seconds is vital. I think there's a Gamasutra article on this shit.

>> No.10750474
File: 49 KB, 1440x1080, maxresdefaultsd.jpg [View same] [iqdb] [saucenao] [google]
10750474

Heres 10 keys for my RPG anons. Hope you enjoy.
9Z7HM-DED4A-IL63H
27MG2-NX5WL-8KWNI
3BXYV-LPERM-G6WFT
Z5RDB-G0N4I-VTIX2
EB3WI-HXHXJ-IW6J8
HPMHQ-27P5V-VVQFR
8XNXJ-JZ5BI-RPK4D
RDKT9-RH4YI-4X6HF
7LI6A-83G2J-HVFAY
JJR87-3KT7H-6MKF8

>> No.10750521

>>10750474
Just redeemed RDKT9-RH4YI-4X6HF - thanks!

>> No.10750553

>>10750474
>8XNXJ-JZ5BI-RPK4D
ty sir

>> No.10750584

>>10750474
I took HPMHQ-27P5V-VVQFR. Thanks much!! For other anons who are buying the games in this thread, the game is "Towards The Pantheon"

>> No.10750590

>>10750474
>EB3WI-HXHXJ-IW6J8
Thanks.

>> No.10750595

>>10750474
Dude, you made this?
So many questions, any answers I would appreciate:
How long did it take you to develop?
Was it profitable?
Did you need many others to help develop it?
Did you use a platform to make it, something like Ren'Py for visual novels?

>> No.10750664
File: 33 KB, 500x375, 29133257_10156266533841255_678601672502097681_n.jpg [View same] [iqdb] [saucenao] [google]
10750664

>>10750595
>How long did it take you to develop?
Around 1.5 years. In comparison, Undertale was made in ~2.7 years and Stardew Valley was made in ~4-5 years.
>Was it profitable?
Unfortunately no. I don't regret making it in the slightest though.
>Did you need many others to help develop it?
Just an artist do to pixel art and another artist who did the manga style artwork. Aside from some friends who playtested and designed a few monsters, I did the rest of it myself.
>Did you use a platform to make it, something like Ren'Py for visual novels?
GameMaker Studio. It has a reputation for being a meme engine but it's pretty decent. Like Unity but just for 2D.

>> No.10750935

>>10750664
I'll play it!

The most negative review suggests you could have used a stronger story and a deeper battle system (everybody loves Octopath's battle system, for example, and it's not that far from the JRPG standard). Much easier to write a strong story if you already know how to write characters, which reviews say you do. It'll be easier to polish a second game as you've already learned from mistakes and missteps developing the first. Make a second one??

>> No.10750986

I'm making a "The Sims" clone with VR and easy access to modding tools and shit, do you pros think this would sell enough to allow me to quit my day job ? so far its a hell of a lot of work but I have construction mechanics done.

>> No.10751000

>>10745161
I've been thinking about making a shitty Corruption of Champions clone because I'm pretty good at writing but have absolutely no idea how to code

What would be the easiest way for me to accomplish this?

>> No.10751005

>>10750935
Thanks! Yes, I plan to make many more games, and you're right, there are many mistakes I made that I have learned from. Before this game I had never spent longer than a month on one of my previous games, so this was a big step and I learned a ton.

>> No.10751070

>>10751000
what make you think a shitty clone will make you money ?

>> No.10751087

>>10751005
spending a lot of time making a game is a very dangerous endeavor.

Games are entertainment, nobody actually needs a game.

Some people simply have luck, they spend a lot of time making a game and find success but the majority don't.

>> No.10751098

>>10751070
Furries have lots of expendable cash and I'm not afraid to cater to degenerates for easy dough

>> No.10751101

>>10750986
how easy is it to develop stuff for VR? Have a bit of Unity exp and am thinking of fucking around with something since I just picked up an oculus GO.

suggestions? tips?

>> No.10751116

A dev studio should be that expensive, as long as you put it in a place where the codemonkeys are cheap.
You can't put it in a shithole like india though, after all subhuman can produce nothing of value.

Russia seems like a good bet.
Maybe Japan too, kinda expensive but they seem like good workers.
>putting your gamedev studio into the fucking silicon valley
Why are they doing that ?

>> No.10751134

>>10750986
fuck that is so good. I love the sims and I would 10/10 buy the shit out of your game if I had a VR set

>> No.10751148 [DELETED] 

>>10751005
Questions for you

1. How many years/months of learning programming did it take for you to learn how to program a video to that degree?

2. How often would you study programming daily?

3. What programming language(s) did you study?

>> No.10751158

>>10751101
its very easy, in unity just go to your project settings > player. There activate "virtual reality supported" and add "open vr" as your first SDK.

for the vive they also offer steamvr, just drag and drop their prefab (i believe its called camerarig ). Oculus works the same way.

Be aware though that the vr market is very small , so you either put out a very polished game or work on a non vr version too.

>> No.10751166 [DELETED] 

>>10751101
Haven't you heard there's underground testing of full immersion VR. Albeit the participants go in with a risk of death, system not fully tuned. Hehe them South Koreans.

>> No.10751175

>>10751087
I know, but I enjoy it so I'm going to keep making them. If it was all about the money I'd be saving up money from a software engineering job to get into real estate and crypto etc.
>>10751148
I got a comp sci degree, but that's not necessary to make a game. It's hard to put numbers on stuff like this - like "how long until I become a good guitar player?" isn't really answerable. If you wanna do it go for it, give it your all, and if you find you enjoy it you'll keep doing it.

>> No.10751202

>>10751158
is there native GO support? I have been finding that I need to do a lot of work-arounds on the GO. for instance, steam VR I have to run through ALVR and since I still haven't updated to windows 10 it runs like shit. Also I have shit aussie internet so my latency is fucked too.

>>10751166
I had not heard of that. Though I honestly wouldn't be surprised, you can do some pretty intense stuff to people just by messing with refresh rates. So who knows how far they are pushing for full imersion

>> No.10751204
File: 56 KB, 640x640, fo2bob13whg11.jpg [View same] [iqdb] [saucenao] [google]
10751204

Comp sci grad that has lost all motivation to program here. Ive probably forgotten at least half the stuff I learned about software development, but I realized I need to get back into it if I ever want to be financially independent in the future.

What should I learn and where do I begin?

I was thinking about learning Go for blockchain development, or get back into C# for game dev, but I dont think I could get a job for at least a year in these fields if I start now. This thread doesnt make game development sound like the best idea either right now...

wat do?

>> No.10751228

>>10745161
developing games is something i wanna do AFTER i gain financial independence, when I don't care about opportunity costs as much.

>> No.10751237

>>10751134
its not going to be "VR only". you can use the game without a headset.

I'm still months away from releasing something though, there's a lot of shit that needs to be thought of. I want it to be a game with ingame tools instead of just an editor. its not trivial.

>> No.10751246

>>10751175
Have been interested in making a game on and off for quite sometime now. The last time I tried learning programming failed. This time I have more direction and it's going well also the desire of escaping wagecuckery has increased, hopefully that doesn't ruin the game. No intent of going back to college just for a CS degree. Just worried it will take a long time since I have a job. Study maybe for 15-30 minutes a day depending on length and difficulty of programming material.

>> No.10751254 [DELETED] 

>>10751202
Oh I was just joking, thats horrible.

>> No.10751302
File: 65 KB, 577x537, Bad.jpg [View same] [iqdb] [saucenao] [google]
10751302

>>10751254
yeah, horrible.

>> No.10751386

>>10745161
im an author of over 10 books and the royalties life is pretty nice.
any profession that pays out royalties is worth it in the long run.
good luck and remember to buy LINK~

>> No.10751452

>>10751246
I wouldn't study, I'd just do. Grab GameMaker or Unity, follow youtube tutorials, and just make stuff and learn as you go based on what you need to accomplish. My biggest mistake when learning to program long ago was reading programming books instead of actually programming things and learning as I went based on what I needed to get the job done. That's how you really learn IMO.

>> No.10751535

>>10751452
depends on your goal.

do you want to eventually have the freedom to create anything ? learn programming first

any book worth its salt has exercises or a project that you build as you go along. I learnt C in a month or so of self study when I was a kid. So I'd definitely suggest learning the language before doing any game programming, just make sure its a lightweight book with examples.

Do you want to create a game and dont give a shit about programming ?

go with game maker, there's a lot of successful game maker games out there.

- Hotline Miami
- Undertale
- Risk of Rain
- Gunpoint

all of those games made millions of dollars in profit

>> No.10751740

>>10751204
>This thread doesnt make game development sound like the best idea either right now...

shouldn't be your full time job
think of it like a hobby
put instead of paying for it, you get money from it

a nice side income

>>10751228
this guy might have the right idea. at least focus on getting a stable income first

>> No.10751863

>>10751535
i was deep into Game Maker back in the mid naughties, unfortunately once it got good enough to publish those big titles, YoYo Games had commercialized it and ruined the community. I miss those days. Might still have a game on their site, it was called Resonance. Doubt it'll work on Windows 10 since it was made for XP though

>> No.10752519

>>10751452
I sometimes do the examples or make something similiar. Nothing extensive. Just simple stuff so far. Just worried this will take 4 years just to learn before even starting to make a game.

>>10751535
Learning programming to make videos games. No interest in getting a job in it. Used to play risk of rain a bunch.

>> No.10752879

Make porn "slut trainer" games and collect dough on patreon

>> No.10753149

5 years ago I made some mobile gains and earned some small time cash (~2,5k).
I was majorly held back by being a complete programming novice back then and my games ran off shit FPS, had shitty controls, etc.
However, as I kept improving it actually kept getting harder to make money. Initially, the android store had a "recently updated section". As long as you patched your game every 2 weeks, you got 5min of free promotion, which was pretty big.
However, after that got abolished I lost the easies way for free promotion I had I started spening more and more time on figuring out how to promote the game to balance this out and less on programming it.

Eventually I quit both because it started to stress me out and my earnings were just dropping with each year, and I had finished university and started a dev job. Dont really feel like deving at home after work now.

>> No.10754113

>>10750474
Damn I missed it. Not sure what the RPG even is though.

>> No.10755222

>>10745250
Based and redpilled

>> No.10755489
File: 596 KB, 1230x885, furry_masterrace.jpg [View same] [iqdb] [saucenao] [google]
10755489

>>10745161
yeah kinda.

>> No.10755525
File: 277 KB, 1826x1795, pepewojak.jpg [View same] [iqdb] [saucenao] [google]
10755525

>>10755489
even though many like to call furries degenerate fucks, props for taking advantage of an underserved market and shilling your own shit to everyone else.

>> No.10755568

>>10751116
Ukraine is a good oursourcing country for vidya

>> No.10755583

>>10750584
It's free already...what's the point of these steam codes?

>> No.10755857
File: 558 KB, 220x293, 390528091.gif [View same] [iqdb] [saucenao] [google]
10755857

>>10745161
I don't like video games but I made a very basic vulkan rendering engine a few months ago. It was meant for realtime rendering of volume (3-dimensional) textures, unfortunately I couldn't get it under ~15ms for a 256x256x256 texture and that was before compressing it into a set of 2D textures (run-length encoding). I know people had some success with CUDA but I couldn't find similar performance with just vulkan compute shaders.

The idea was to reduce hard disk usage by generating meshes 'on the fly' on the GPU, and while it worked it was pretty slow on an RX 570, which is waaay better than what most people have. You also have to compress and decompress the 3D texture which would still take tens to hundreds of megabytes on the GPU memory.

I never got textures working because, again, too slow to continue. I still have the shaders and a basic interface for combining basic shapes (sphere, cube and perlin noise) so I could snap a picture of what it was capable of if anyone's interested

>> No.10755988
File: 48 KB, 795x595, perlin.png [View same] [iqdb] [saucenao] [google]
10755988

>>10755857
Here's a picture of a 128x128x128 (I think, it could be 256x256x256... I don't remember anymore) volume texture generated and rendered entirely on the GPU- there were no CPU calculations doing this. It's meant to resemble some form of 'terrain', generated with Perlin noise. It took in the ballpark of about 20ms.

>> No.10756007

>>10755489
fek if that is really you, I just want to say you're such a leeching commission whore piece of trash, you hacked reality to somehow get free money for life from your patreon without ever doing any work and for some reason all your furfag patrons never dump you. You are like a fucking welfare queen supported by NEETs and autistic animalfuckers.

if you hold crypto please tell me your stack so I can divest myself of anything you happen to be holding, you filthy parasite.

>> No.10756037

>>10756007
you are welcome, senpai. :D

>> No.10756041

>>10755489
what does a furfag even do with that money, I don't want to think about it

>> No.10756056

>>10755489
>>10752879

There's thousands of devs wanting to achieve the same thing. They thinks it's easy as it sounds, making porn games is even worse than making normal games since your audience is very niche and everyone has their own fetishes.

assuming you have some kind of success it becomes a fulltime job in itself trying to satisfy your degenerate niche audience.

if you dont have success you are left with a porn game you cannot show to anybody to at least get a job.

>> No.10756078

>>10756041
Bought a house couple of weeks ago. Planning to get more real estate in the future.

Other third is put in crypto and commodities.

>> No.10756129

Not sure what all of the FUD is about. Game dev. employs a big skillset that takes a shit load of determination. It's never too late to prop up a multiplayer game. Servers for a typical io game cost jack shit for a mediocre amount of players. Definitely one of the coolest things a person can do with the Internet I'd say.

>> No.10756356

>>10755489
Based and redpilled if that's really (You)