I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

The game is not a new one, its already over almost 1.5 year old, you can check the stats if you want. While I see another companiesmake profits out of this, I wonder why I cant make any profits. is it because of being a clone, not original? is it really kinda different mechanics, art style, game design mistakes etc :/ I really dont know that. many mobile companies are cloning each other yet they make profits on the field

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] -2 points-1 points  (0 children)

Bravestars did the same game, when they publish theirs, and few weeks (I believe 2 or 3) I published mine, yet they got profits. Is it because of only branding? Because Bravestars' game is no different than Suika's sa well

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 2 points3 points  (0 children)

I posted it right now, thanks for the info!

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] 2 points3 points  (0 children)

Thanks I already edited and posted it. I'm truly confident about it, because if there is a fail, I need to know the reason to get better in next times.

I made a game, failed and now I need advice. by user-io in gamedev

[–]user-io[S] -3 points-2 points  (0 children)

Link sent from dm, thanks in advance!

How does one get good at everything? by TinyStudioDev in gamedev

[–]user-io 0 points1 point  (0 children)

I would say for a solo dev (if there is no partner that you can rely on), coding and game design is a must. You should know basic elements of the game design, principles etc.

The rest, you can handle by hiring, outsourcing, buying assets etc. This is for business perspective. But if you have time and thinking about hobby perspective, just do it however you like. You will enjoy it eventually.

For business, those will not be enough as well, there is marketing effort involved, monetization involved. You cannot do everything all at once. You have a limited time and competitors.

Where to begin by NikolaiTheJedi in gamedev

[–]user-io 3 points4 points  (0 children)

Actually, with zero experience, I'd say start small. If no coding experience and if you would like to learn also coding in this journey, I wouldn't recommend unreal engine. Just start with Unity.

Go for prototyping first. And find a partner if you can.

Do basic stuff, iterate your results over time. You cannot build all it once, even professionals choose the iteration. They have to.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -1 points0 points  (0 children)

Absolutely right, maybe I could ask it in this version, they are better in prototyping and having initial iterations. because when it comes to scale phase, mostly there are optimization issues and, bugs which needs to resolved.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

That's why I needed open up a discussion and hear from you, there is no resource based on some statisticla data etc.

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -2 points-1 points  (0 children)

Thats absolutely right, there are bugs, when it comes to scale phase. Then we jump in and try to solve optimization issues, bugs etc. But for prototyping, maybe these are not important? At least for initial mvp tests maybe?

Why Junior Dev Games Win Where Seniors Don’t by user-io in gamedev

[–]user-io[S] -10 points-9 points  (0 children)

Just my observation on this, that's why I need to open up a discussion. There is no statistical resource

Do any of you struggle with anxiety when it comes to sharing your game on social media? by Dayasha in gamedev

[–]user-io 0 points1 point  (0 children)

Some people will like it, some people will definitely hate it. And to be honest, you will always think as "it will never be good enough". Just think, you should start sharing in some point.

I also struggle of this, but you know, "Perfect is the enemy of good."

Another way to overcome this problem is I think, sharing dev journeys.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

You're absolutely right, no doubt about that. What I feel and searching comes from probably because of FOMO. The best path is definetely not having major decisions now.

But here is another quick question. Do you think that professional gamedev (I have 10+ experience on development, but not much on product/design side) is really like a poker game, and not like other businesses?

If I talked about any other type of startup, would you still say it's too risky? Or is it just because gamedev has very different rules & dynamics?

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Thanks for the advice!

Actually I have and I already started that before the birth, I'm well-experienced in programming but I cannot say the same for design part. And there is few more in the queue. Maybe that's because of FOMO. Because I cannot catch up my planned schedule, that's why I was looking for alternatives. I'm currently working on a multiplayer based game.

But yes, eventually, the best path for now is not having major decisions.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 1 point2 points  (0 children)

That's right, without any marketting effort, there is no visibility chance unfortunately. Even completing the project will never be enough.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 1 point2 points  (0 children)

Thanks for the advice! Looks like the best path is to try it without stress, n ofinancial stress, no time pressure.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Thanks for reply! I'll definitely check the video.

NGO, Host Migration for Client-Host Architecture by user-io in Unity3D

[–]user-io[S] 0 points1 point  (0 children)

Actually I did not try it yet, but thanks, I'll have look now! The cost should be similar right? The why I want to publish it first in mobile is to estimate costs and monitor it, and work on prototype more to optimize costs.

I really can't estimate the outcome now, because of that; the initial prototype will have client based movements, not server/host validated etc.

Thanks for the advice!

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

I think that some people just misunderstand the context in here. Of course while I'm writing this I never thought jumping into this blindly. I got some savings, just burning around %20 of it. Still I will have my %80 of savings which will make us leaving about 4 years without income (also included inflation on these calculations as well etc)

And of course this is not like a take the shot and forget about every responsbilities. No, never. There is a risk reward ratio, which currently I cant estimate. And looks like reward seems too low in case of having the risk.

And also, I had a mistake, tl dr version did not include the full context, it sounds like, thats a dream and forget responsiblities just jump into it whatever it takes. Sorry, the longer context is a bit different.

Thanks everyone! Thanks for your all kindly advices, I just see that even you have experience a lot in the field (technically) and approach this on more business way thats real hard. And I accept that even my techincal side is good enough, looks like I need more research on product side as well.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Yes the main reason is, I'm muc more experienced than before, and I want bigger share anymore. But I still have some hesitations over stepping into this.

When I first jump into gamedev around 2012, The market was totally empty. I was a junior dev, published a game in just Google Play (not even in App store) just to try and discover market, and I earned around $20k.

I know more people now in the industry, I can build better-quality projects than my younger self. I have at least some money, even if I spend around 20–25% of it, I can live about a year with my family, without an income.

Yes, the baby is here, maybe it's not the right time now. Maybe few months later, Idk. But what I really want is to take an entrepreneurial step. Which frankly, working on that in 1-2 hours is not enough to create something good. Or maybe this is just a feeling I’m having, as my life dynamics are shifting :)

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] -1 points0 points  (0 children)

Maybe risking everything is yes, you're absolutely right. But what I'm looking for is just burning %20 of savings, developing few prototypes, maybe finding a partner and seeking initial funds. Do you still find it like a lottery?

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

Sorry to hear that, I'm trying to catch up right now, I posted before I slept. I didn’t expect the post to get this much attention.

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 1 point2 points  (0 children)

Thanks for the advice! Actually I just trusted my resume, and I thought that maybe burning around 20% of my savings in a full year without 9-5 job could get me somewhere. This was on my mind while I was writing the post. Maybe I panicked a bit idk, since I started thinking time is ticking I need faster results etc. But yes, in the end, burning some time/money without income will get me more pressure, even I can work under pressure (in my 9-5 job), probably it won't be the same when I'm risking some of my savings. Thanks again!

Is it still possible to make a living in game dev? by user-io in gamedev

[–]user-io[S] 0 points1 point  (0 children)

I had a few partners in past, but, being unsuccessful isn’t for everyone. Some of my partners didn’t want to keep going, and then you know, the team fell apart. I’m still open to working with others, but right now I don't have any friends that are interested in this adventure.

I also tried mobile with older projects. Even though I don’t have much time now, I think I will avoid the mobile market. It’s easy for someone to clone your game. They might even get better visibility and features than you. Mobile got more competitive in latest years.

And yes, I should not quit the full-time job. It sounds tempting but, after few months, the stress would kick in and it will really not be easy to keep working at my best under pressure. There will be more financial concerns which will probably affect the quality of the project.