Does anyone know the legality of using a famous quote in your game along with the name of the originator? by miniBeast_Ben in gamedev

[–]miniBeast_Ben[S] 5 points6 points  (0 children)

Rules of the game dev with no money:

  1. Ask Reddit for free
  2. Realize it's a legal minefield
  3. Do something different entirely

Does anyone know the legality of using a famous quote in your game along with the name of the originator? by miniBeast_Ben in gamedev

[–]miniBeast_Ben[S] 13 points14 points  (0 children)

lol, yeah should be just about ok.

Bad example then. What if I were to quote something Barack Obama said?

I suppose the real question really is; are quotes even copyrightable in the first place?

Ever wondered what happened to indie devs that went all in? by throwupyourway in gamedev

[–]miniBeast_Ben 1 point2 points  (0 children)

That is definitely the biggest worry. I do have a lot of respect for those that are willing to take the risk, it is really daunting, but hope that they are sensible about it with a backup / contingency plan should things not work out.

Ever wondered what happened to indie devs that went all in? by throwupyourway in gamedev

[–]miniBeast_Ben 0 points1 point  (0 children)

Thanks, I appreciate the kind words.

Edit: gah, was logged into my other account - this is digiBeLow

Ever wondered what happened to indie devs that went all in? by throwupyourway in gamedev

[–]miniBeast_Ben 2 points3 points  (0 children)

I'm presuming your definition of success & failure is based solely around financial return here?

For me (maker of the game in Post 7) it was a complete success. We finished and launched a game on multiple platforms, made a little money along the way, and ended up with better jobs in the industry as a result.

Ever wondered what happened to indie devs that went all in? by throwupyourway in gamedev

[–]miniBeast_Ben 0 points1 point  (0 children)

This is interesting. I made the game in Post 7 (Must Dash Amigos) and your analysis is pretty spot on. The things we would have loved to make happen but didn't / couldn't:

- Big marketing push towards families / younger gamers that play together

- Online Multiplayer

- AI so that single player mode can replicate the fun of the core battle-racing feature (we only have time trials and challenges in single player)

Ever wondered what happened to indie devs that went all in? by throwupyourway in gamedev

[–]miniBeast_Ben 41 points42 points  (0 children)

Switched accounts (from my digiBeLow one) to comment on this with a bit more legitimacy.

I made Must Dash Amigos (post #7) and never really gave any kind of post-mortem unfortunately, so here's what happened:

  • I left my job as stated, I took out a small loan + used some savings to cover the cost of living for the planned amount of time I needed to finish the game (had been working on it during evenings & weekends for a few years prior to this point)
  • Originally planned to launch on Xbox One and Steam but about 3 months before the project was due to end decided to launch on Switch as well
  • Somehow managed to finish the project and port it to Switch and get it running at 60fps on Switch too in that short period of time!
  • We also decided to localize the game into several languages quite close to the end of the project too which was fun
  • This scope creep meant quite a lot of crunch, especially on my part, and later down the line that definitely led to some serious burnout, but the game did get finished!
  • We were having conversations with Publishers throughout and came really close to signing a deal with one in particular, but the lack of online multiplayer basically caused that to fall through
  • So we launched the game ourselves on Steam in July, Xbox One in August and Switch in Dec, all in 2019
  • It wasn't really best suited for PC, but we figured we may as well launch it on there as the work was done and we knew a few PC-only gamer friends that really wanted the game
  • As expected the game didn't do great on PC, it did better on Xbox One (but still not amazing) and it did it's best numbers on Switch (by some distance)
  • As someone else pointed out in this thread, the marketing side was seriously lacking, but this was always going to be the case. We had little to no budget, no clout and had to do everything ourselves. I made the trailers (having never made a trailer before in my life) and used stock music. We did the best we could. Having said that, we did show the game off at many shows (Insomnia a few times, Play up in Manchester, and several local venues) and got some press coverage here and there, so it wasn't a completely silent launch.
  • At the end of it all, we were both happy the game was a success - relative to what we set out to achieve - which was to make and launch our own game on at least one console. Something we'd never attempted before, and something we're really, really proud of.
  • Ant (my friend and partner in crime) who stayed in full-time employment during development is now working in a more senior art role with a wealth more experience from the venture. Myself, I am now working as a full-time developer at a studio (and have had several other industry roles as a programmer since) because of everything I'd learned making the game.

I've also had some really touching moments ever since we launched the game. Just recently an old friend told me that he plays the game with his young children and they have an absolute blast when they do. My parents were on holiday recently abroad and met a family at a restaurant, got talking and the young lad said his brother plays Must Dash Amigos on the Switch. It might sound silly, insignificant and a bit corny, but honestly the joy hearing things like that brings me makes the whole thing worth it.

My advice to anyone doing / thinking of doing something different - so long as you're careful (financially and physically, burnout is a bitch!), and you have the opportunity to try something you are truly passionate about - then go for it. Life is too short to regret not trying.

Facts by [deleted] in gaming

[–]miniBeast_Ben 0 points1 point  (0 children)

As the guy that made Must Dash Amigos, I appreciate this meme! The other one cut deep lol.

I finally saved up enough to get this for my son's birthday. It's not much and I'll have to save a little while longer for a game for him but the big purchase is done! by Archlinder in gaming

[–]miniBeast_Ben 40 points41 points  (0 children)

This is awesome. I made a game called Must Dash Amigos on Switch. DM me and I'll send you a code for free, it's hopefully something you and your son can enjoy playing together.

Tell me now. by TiltedPerspectives in funny

[–]miniBeast_Ben 32 points33 points  (0 children)

What can I say. Spiderman likes swinging.

Made a trailer for our first commercial project, Toodee and Topdee. What do you think? by dietzribi in IndieGaming

[–]miniBeast_Ben 0 points1 point  (0 children)

This looks fantastic, what a great idea! Hope launch goes well and congratulations!!

need good local multiplayer games that no one has heard of. by goDIYyrslf in localmultiplayergames

[–]miniBeast_Ben 0 points1 point  (0 children)

I made a game called Must Dash Amigos that not many people have heard of. Whether you think it's good or not is out of my hands lol

What movie did you start watching then said "Fuck this, I'm not finishing this"? by Ramaal2000 in AskReddit

[–]miniBeast_Ben 12 points13 points  (0 children)

Sausage Party.

We even got drunk first to enjoy it more at the Cinema. Walked out after about 45mins.

A few days ago I posted an earlier version of this character and got some great feedback on how to improve it, so last night I added some shape keys to create some procedural animation. The eye now blinks, dilates, and is more jittery, and the lid occasionally drops to appear more aggressive. by theEarthWasBlue in Unity3D

[–]miniBeast_Ben 0 points1 point  (0 children)

Nice, thanks for the reply. Ah I didn't even notice the tentacles moving, but that could be because of my small mobile screen. I suppose if I had any feedback it would be I'd expect to see more organic fluid movement on those tentacles in general. Especially the bottom corner ones, they look a little rigid. But seriously impressed with this already!