JOSEPHSERAPH'S PROFILE

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Resonate ~call out my an...
A girl and her newfound friends must grow a tree to return home.

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status_menu_v2.png

:DDD awesome! Now i can appreciate how cool it is <3

status_menu_v2.png

i'd enjoy this screenshot a lot more if it fit neatly in the screen, as it seems pretty neat

Publishing Old Games?

yeah the gamedev and rpg maker communities have been quite healthy about this lately!

it used to be really toxic though, gammak had to be exclusively a "labor of love" and that means you were obliged to deposit unpaid, unrewarded hours into projects until you inevitably had no proper condition to work on them (or understandably had no way to really devote to them as your life'd be too taken by work, maintaining relationships and other adult issues that most of us back then -- children to at most freshly grown adults -- had no idea about.)

but yeah!!!!! DO WHATEVA U WANT <3 just do it knowingly and aware of the implications so you dont regret laer

Publishing Old Games?

author=Darken
You can make a commercial game in your spare time (as many people do). Idk why it's immediately assumed that you have to quit your job to pursue commercial.

Yeah!!! The whole thing about full time vs part time is about what you hour's work is worth as a gamedev vs. whatever else you're currently (or potentially, considering the possibility of studying) skilled enough to achieve.

That, and your living standards and costs. So people that live on shitty countries where most people are paid scraps but have access to the international games market will, because of lack of alternative, have gamedev (or any global-access work) be innately more valuable in comparison to other work than it is on a high wage country.

also revenue comes through time and continuously, salaries are immediate, that's good for some and bad for others; i like it because i see it as investing in the future and getting my work to work for me (as opposed to creating product for someone that will work for them indefinitely long after i'm out of the picture)

but anyway, it's a choice you get to make, you make $8/hr as a gamedev but $12/hr flipping burgers part time, you can go full time at a sacrifice of one fifth of your income, which might return later as profits because you're investing more onto what you choose as your career etc.


its complex, it's a different work relationship for everyone, it depends on your skills, needs, learning, health, knowledge, etc. but it's definitely doable, even if small scale and potentially not very rewarding (for the first few years; or for the first lots of years, or for the first decades, or forever)

i know i could be sitting on a LOT of money if i weren't such a perfectionist, was healthier, more responsible and organized, but i have a tendency to always adapt to survive with just enough to get by, which is something i absolutely need to work on.

Or maybe I just blame myself too much for things that are out of my control and even if i did all of these things i'd be mostly the same

existential crisis incominggggg warningggg

Publishing Old Games?

wait a few years until im not a failure anymore jsdfhhafsdsf akd gabvagbadfhv............... edit: whew i should stop acting like this

Publishing Old Games?

im kind of against this whole mindset and i do think there's money to be made with having gamedev as a full-time career, it just takes more than merely making a good game (or different skills altogether; you could not even have a good game)

while sure, you'll on average make less money than most people working on dedicated careers, i do think it's plausible to make a respectable income from games if you put them out and market them. and not everything needs to be a huge game that takes 5 years to complete, it just so happens that we make (mostly)jrpgs and we're used to games of that scale.

it's definitely a less stable income than a fixed salary, but for some people that's a good thing. i personally will keep trying even though i just got a part time job, because on my asset packs for example, while they took a very long time and a lot of sweat to finish, across a certain period of time they've already paid me (more or less) what i'd have earned if i had dedicated that time to comission work.
for my personal life i think sales are better for me (more than what i'd earn from the same effort put on comission work, but across installments through a year, or two, or ten, which makes me feel very safe as i watch the sales slowly trickle in)

that may be, however, because i live on a third world country where full time teachers earn less than the lowest paying north american part time job and my standards are absolutely bullshit.

GeaSaga

you have a legacy already

Screenshot Survival 20XX

this could be my favourite indie game from 2003, lost and erased from my mind by some arcane wizardry, but as i played it it sparked me memories of joy and happiness and also inspiration

also this is quite something i'd love to make

tttt01.png

i hadnt seen this back then :o

i'll playlist it to give it a shot later uuuu

Some new (and old) ideas for future events

author=Fomar0153
As for attracting new member generally, what exactly do we offer them? What would make them choose RMN over say RMW?


better events



I'm really excited about the battle arena, to be honest. Or otherwise a dungeon crawling-heavy chain game. What would need to be done so it's consistent, is to set up hard rules before the actual gammaking begins. Once the game's come up with a basic setup and basic limits / numbers / etc. it sets the scope for the collaborators to participate. Of course, nothing stops someone from completely messing up the scope but that will be deliberate and not necessarily a bad thing (isn't that the fun thing about chain games?)

this is by far the event i'm most excited about.

I also had my own event idea which was having every participant make a whole game out of the same base project (or the same few base projects)
For example, a base project with a town, a protagonist and a very short intro. Every participant decides how to build the game from there, resulting in an interesrting contrast between every participant's way of thinking and line of work~