My experience as a (wannabe) game developer

anithmukanithmuk Member Posts: 235
edited November -1 in Working with GS (Mac)
As a gamer one of the things that’s most interested me is, well, making games! So, in the last couple months, that’s exactly what I did :) After releasing my game I found the experience really interesting and I wanted to share my experience developing a game from scratch with a bunch of people who would also find game development fascinating…fellow gamers!

So I recently released my iPhone game Quantum Cannon http://itunes.apple.com/app/quantum-cannon/id427407981?mt=8, it took me about 2 and half months and cost around $350 to make. It really was one of the most fun and frustrating 2 months of my life and I would encourage anyone who is passionate abut games to give it a go. So this is basically just a blog talking about my experience as a game developer and giving some tips to anyone who wants to try it out.

All right, so, when making a game the first thing your gonna need is…a game to make! It might sound obvious but if you actually have an idea and some basic concepts floating around your mind of what you want to make, it will be a lot easier to actually make something. Take it from me, I was so over excited that I bought a MacBook pro, downloaded a bunch of programs, watched a bunch of videos about making apps and then at sat down in front my MacBook at went “…Wait, what am I actually making!” Luckily for me, my game sort of came about naturally. As I was teaching myself how to create various mechanics such as make an object accelerate, follow your touch, go up and down etc., I kept adding these mechanics onto the same level and eventually thought “hey, I can make a game outta this!”

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So the first step would be to get a notepad and just sketch out a few levels, write down what kind of ideas you have and draw some concept art. This way, once you get down to making the game you’ll have a clear goal and actually know what you want to achieve, instead of doing what I did and spending hours just randomly making things accelerate into each other in the hopes that something brilliant would occur (spoiler alert: nothing brilliant will occur).

The next step would be to research how you are going to make the game. Get knowledge of the ins and outs of GS, watch the cookbook videos and ask questions in the forums, if you really want something extensive check out Photics GS textbook.

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Once you know what you’re making and how you’re making it, the next step I would recommend you do is get your graphics in order. I say this because of what happened to me: I made about 20 levels before I started working with artists for my graphics. Now, I had an idea of what I wanted the game to look like and had based by 20 levels around that idea, but then the artists sent me my graphics…and they were nothing like I wanted! They were however COMPETELY SUPER MEGA AWESOME! Now this lead to good and bad news. The good news was that I had COMPLETELY SUPER MEGA AWESOME graphics, the bad news was that when I put my graphics into the game, all 20 levels became utterly useless. Everything was sized wrong, rotated in the wrong direction, placed in weird positions and was just a complete mess in general. The moral of the story is, make sure you know what you’re doing before you do it. I had based my level around shapes and sizes of objects whose shapes and sizes I didn’t know and it meant I had to start everything from scratch. Now if your making your own graphics then this may not be a huge problem a you can control what your art is going to be like. But if you’re hiring an artist then this goes back to my first point of drawing up your levels first, simply because, it’s a whole lot easier to edit a pencil drawing than to remake an entire (edit: 20 entire) game level(s).

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Once that debacle had been rectified it was on to making my game. And this brings me onto my final piece of advice for this blog. Be a business owner. Its one thing to be a student in your bedroom trying to develop a game as quickly as possible and with no budget. It’s a completely different thing to be a game developer trying to make a profitable product. As I said, I started out with a deadline of 1 month and a budget of $100, but somehow I ended up releasing after 2 and half months with $350 sunk into the project. So you need to be a business owner, you need to manage your time efficiently and plan ahead taking all costs into consideration from the get go. For example, here’s a fun fact, Apple take 30% of all your app sales! Oh, wait you already knew that? That seems fair does it, considering they let you develop and sell on their platform? Well here’s another fun fact, Apple charge $100 just to have the privilege of being able to develop and sell on their platforms. Wait, that was a mistake, they charge $100 annually. Now in my excitement to make a game I neglected a lot of research and only found out about this cost after I was committed to making my game. I also severely underestimated how hard it would be to make graphics and how expensive it would be to hire an artist. These and several other factors meant that I hade to go WAY past budget to make my game and if I had known it would cost me this much to just put a game out which would only return 70 cents per sale and give me a recurring cost of $100 per year, I would have seriously reconsidered! (Although, if that were the case, then the world would have missed out on the awesomeness that is Quantum Cannon, so I guess in the long run it was all worth it :) ).

So there you go! My tips on stating an iPhone game, I hope you enjoyed the read and learnt from my many, many mistakes and I hope this encourages some people to get out there and start developing! And if your feeling really generous why not check out Quantum Cannon and tell me what you think!

Also, note: “Hey babe, want to have some fun touching my quantum cannon” is NOT a good pickup line…believe me, I tried

Comments

  • alexander144alexander144 Member Posts: 93
    Nice writeup and I have to agree that is not the best pick up line but I am sure it is close to it. I will try it on as many women as possible to test just in case though.
  • DhondonDhondon Member Posts: 717
    Thanks for sharing:)
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Interesting read, i too made soo many mistakes on my 1st game. Congrats on getting it out there though ... even if it did take longer and blow your budget!
  • okimokiokimoki Member Posts: 159
    Hanging around forums like this there are soooo many stories like this.. "ooooh i made a game and i didnt get rich! how come angry birds people are rich now???"

    Cant expect to make something from nothing :)
    Investment is part of the process, stick with it and eventually you'll get it back ;) Maybe hire a graphic designer, pay him something - investment, but your next game will look nicer and therefore more appealing.. Invest your time in a gameplay..
    Stick with it, get 6 good games out there, and each one will bring you 300/year :) soooo little you say.. but enough to pay 99 for apple developer, 500 for PRO etc.. and next year.. who knows.. 3 games that will bring 300/month?
  • anithmukanithmuk Member Posts: 235
    Yeah, investment is definitely something needed to succeed, the only problems is, I've run out of funds to invest! But you're right, hopefully as I get more games out I can start turning a profit :)
  • fzeedfzeed Member Posts: 247
    I have a strong PHP/HTML blah blah blah background and am a printer by trade. My problem is i can never finish one cause i keep getting newer and better ideas. Then you have people like Darren and TSB that keep releasing these awesome templates. I don't want to just release them as is, so i pick them apart, and come up with new stuff. Then new games. Then, the cycle starts over. So, i have about 47 games all in some stage of development. About 11 that are easily 90% complete. I kinda have a problem staying focused and paying attention so i am always starting/stopping/starting/stopping projects. But its fun!!! Ok, i gotta go try out the new template from TSB...
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    finish up those 11 games! if you submit them you'll make some money to upgrade to pro, or keep buying templates!
  • fzeedfzeed Member Posts: 247
    Well, i PLANNED on buying Darrens/Waynes Project Merger and the attributes one too, but then BAM! the rotating menu, health bars, star crushers and hit the ball templates come out. There goes my weekend...
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    wow i didn't know the apple developer's license is auto renew? Not pay when you need it?
  • anithmukanithmuk Member Posts: 235
    $99 a year, otherwise you can't put apps on the app store I'm afraid
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    i mean it won't automatically deduct 99 from your bank account every yr right? you still need to manually pay 99 after it expires right?
  • anithmukanithmuk Member Posts: 235
    Yeah I think you have to do it manually, not sure though
  • jb15jb15 Member Posts: 602
    What kind of sales have you gotten thus far? (Is one game enough to turn a (small) profit? Or at least replace the apple dev fee? Thanks for your thoughts.
  • steve86steve86 Member Posts: 806
    anithmuk said:
    Yeah I think you have to do it manually, not sure though

    Yea you have to manually pay every year. Althou apple will keep remind you to pay another $99 when your account is 2 months from expiring.
  • steve86steve86 Member Posts: 806
    jb15 said:
    What kind of sales have you gotten thus far? (Is one game enough to turn a (small) profit? Or at least replace the apple dev fee? Thanks for your thoughts.

    It all dependes on the game. If you are lucky and you happen to make a GREAT game.. and apple mentions your game in the New and Noteworthy section.. you can make a couple of thousand a month.. But for that to happen you need an amazing game..

    For the average game made with game salad.. You prolly need 8-10 to make about 1,000 bucks a month.. again it all depends on the quality of your game and your luck in the app store.
  • anithmukanithmuk Member Posts: 235
    jb15 said:
    What kind of sales have you gotten thus far? (Is one game enough to turn a (small) profit? Or at least replace the apple dev fee? Thanks for your thoughts.

    So far I've had about 15 sales, so I doubt this one game will make a profit, I would guess once I have at least 5 games on the store I might be able to break even.
  • ktfrightktfright Member Posts: 964
    Nice writeup, and I wish the best for you. My first games didn't do so well early on either, and one of my games were even featured for a time on iTunes. Just keep at it and never forget the fun you have making awesome games!!!
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Thanks for sharing.
    I guess we each have similar stories and yet our own path to travel. I think it has to be fun and we have to enjoy creating something from raw ingredients, otherwise it's too hard. The love of it and joy comes through in the end result of the work, so makes the product better.
    For myself I've learned that "rapid prototyping" works better: using basic actors with names on them and no graphics initially helps keep me focused on the mechanics of the game play and logic, and therefore helps me to arrive and something that works a little sooner.
    With that said, the reality check of making sure the graphics work (size wise or not crashing or slowing down the game, for example) do seem to be just as important.
    I think the trick is to persevere, have fun and never give up. I have still to release my first game after well over a year but I've learned so much and have three projects in development. All have benefited from learning by my mistakes and rebuilding a lot.
    My feeling is that we are just getting to a really good place with Gamesalad, finally. Alpha will soon be here, the feature set and stability has improved dramatically over the past year and will only continue to improve with leaps and bounds this year.
    The more we can help and encourage each other, the better our games and experience on this planet will be.
    Thanks for the initial post and have a wonderful and creative weekend everyone!

    Mike
  • QuinnZoneStudiosQuinnZoneStudios Member Posts: 452
    Not Alpha, the thing that comes after beta - why did I say that? Lol!
    More coffee for me ;)
  • okimokiokimoki Member Posts: 159
    "I think the trick is to persevere, have fun and never give up."
    That's the trick.. as with all things, stick with it and in time you'll get better and better! And richer and richer - money, knowledge, and spirit-wise :)
  • anithmukanithmuk Member Posts: 235
    Yeah its definitely important that you keep having fun while making the game, if you lose your enjoyment in making the game then the game will probably end not not being enjoyable to play!
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