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I've wanted to start a commerical game for a long time now, but the more I read about the steps, the more intimidated I feel about it all.
Ratty524- 01/29/2016 10:06 PM
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author=unity
What part is bothering you?
Marketing - It's something I've never seriously done and I'm kind of dick at it.
Licensing - Another factor I don't consider often and how the hell I'm ever to come up with a suitable budget to pay for stuff I would need (mostly music and maybe the license to certain programs?) with my currently limited income.
The Gamble - Not being certain whether something I make would end up selling is probably my biggest fear of them all. I don't really think I'm completely in-touch with consumer's interests, let alone the fact that my games aren't even that popular on an amateur level.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
You can hire people to market for you; you can also do it yourself by going around in various fora and the like and recommending your game. I've gotten modest results from just posting my stuff on social media, though you need to have a presence in general to gain an audience. (Tumblr has been really successful for that in my case.)
As for getting creative assets, you may want to look into Creative Commons stuff; some of it may be samey and a bit limited, but if you haven't got the scratch, it's the right price. Just make sure it's open for commercial use, since some licenses specifically forbid that. (For music there's always Incompetech, though he's verging on the overused.)
As for getting creative assets, you may want to look into Creative Commons stuff; some of it may be samey and a bit limited, but if you haven't got the scratch, it's the right price. Just make sure it's open for commercial use, since some licenses specifically forbid that. (For music there's always Incompetech, though he's verging on the overused.)
author=Sooz
You can hire people to market for you; you can also do it yourself by going around in various fora and the like and recommending your game. I've gotten modest results from just posting my stuff on social media, though you need to have a presence in general to gain an audience. (Tumblr has been really successful for that in my case.)
As for getting creative assets, you may want to look into Creative Commons stuff; some of it may be samey and a bit limited, but if you haven't got the scratch, it's the right price. Just make sure it's open for commercial use, since some licenses specifically forbid that. (For music there's always Incompetech, though he's verging on the overused.)
Intersting. I'll consider this!
Ratty, if you're looking for music, you need to check out Summoner of Sounds. No, seriously. If you don't like anything there, I don't know what to say. Good free music is really, really, REALLY hard to find.
I'd be willing to work something out with you where if you didn't make any money, I wouldn't charge. Here are a few of mine from SOS (these obviously, being SOS, are open license and free to use):
Lost in the Underground(I need to recut this one.)
The Shell Game
What Lies Ahead
I'd be willing to work something out with you where if you didn't make any money, I wouldn't charge. Here are a few of mine from SOS (these obviously, being SOS, are open license and free to use):
Lost in the Underground(I need to recut this one.)
The Shell Game
What Lies Ahead
I'd have to establish what I'm going for (including making a game in the first place) before I can choose what music to put in, but thanks for reminding me Summoner of Sounds exists! Sometimes, I just need to open my eyes a little bit. xD
During a marketing focused game design class today, the book Video Game Marketing and PR by Scott Steinbeck was mentioned as a good resource. Might be something to check out if you want to know more about indie marketing strategies.
I still don't get why people want to turn this into a commercial thing.
Yeah, make money doing what you love, whatever. I get that argument. But it's superficial. Taking into account the amount of hours you'd have to put in to it, compared to actual earnings from sales, you're probably just subjecting yourself to a buck an hour or even less. Better to bite the bullet and work a minimum wage job.
I suppose there's always the possibility of inadvertently developing the next Candy Crush. Or you could dump all quality standards and go for quantity and name-brand recognition like Aveyond...
But seriously. Just go become a fucking electrician or something and do this for enjoyment.
Yeah, make money doing what you love, whatever. I get that argument. But it's superficial. Taking into account the amount of hours you'd have to put in to it, compared to actual earnings from sales, you're probably just subjecting yourself to a buck an hour or even less. Better to bite the bullet and work a minimum wage job.
I suppose there's always the possibility of inadvertently developing the next Candy Crush. Or you could dump all quality standards and go for quantity and name-brand recognition like Aveyond...
But seriously. Just go become a fucking electrician or something and do this for enjoyment.
Because most people here are putting in hours after hours without getting any money anyway. And when you could put in a few more hours extra and actually get something for all that work, I think that is a natural consideration to do.
Working full-time on games and making your living with it is a different kind of beast.
It's true that doing what you love often ends up being mis-used. All work is work. You may think it worth doing and find it satisfying, but it will never be rose-colored. But if that is what is satisfying to you, it can be worthwhile. Their time, their investment.
Working full-time on games and making your living with it is a different kind of beast.
It's true that doing what you love often ends up being mis-used. All work is work. You may think it worth doing and find it satisfying, but it will never be rose-colored. But if that is what is satisfying to you, it can be worthwhile. Their time, their investment.
Yeah, eventually, people will think of why they're pouring so much energy and time into making games. There will come a time where enjoyment alone just doesn't cut it.
Besides, making commercial games is good for earning the extra allowance, so it's really not all that bad. But of course, don't go forcing yourself to make commercial games if you don't enjoy making them.
If you're of course making games with the aim to earn big money and make it the main source of income, though, then you're doing it wrong.
Besides, making commercial games is good for earning the extra allowance, so it's really not all that bad. But of course, don't go forcing yourself to make commercial games if you don't enjoy making them.
If you're of course making games with the aim to earn big money and make it the main source of income, though, then you're doing it wrong.
author=Kylaila
Because most people here are putting in hours after hours without getting any money anyway. And when you could put in a few more hours extra and actually get something for all that work, I think that is a natural consideration to do.
Working full-time on games and making your living with it is a different kind of beast.
It's true that doing what you love often ends up being mis-used. All work is work. You may think it worth doing and find it satisfying, but it will never be rose-colored. But if that is what is satisfying to you, it can be worthwhile. Their time, their investment.
^^^
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