Time Put Into Games
KempProductions
Member Posts: 139
I was just wondering how long everyone actually spends on making their games. And how long it takes to make a successful game.
Comments
Are you serious??? I thought i would make about $2000!
well, better work on my app, the better the more cash!
I was making it each evening whilst on paternity leave looking after our first wee baby, also learning GS at the same time....
Now back at work, and looking after the little one in the evening. Been making my current game for about a month, but only a couple of hours each evening, and maybe 10 hours over the weekends.
Graphics are ok, physics seems to now be working, highscore now working, level select.unlock(thats being tackled tonight). Want to add some more sound effects, maybe some new elements to mix up the gameplay a bit more.
And I've just bought and played 'Angry Birds' as it's number 1 in the app store today, the animation in that is gorgeous, so may need to improve mine in my game.
Then I've got about 25 levels to create, but that will be pretty easy using premade actors, plus that will be fun, fun, fun.
Looking forward to the level making, though I would say the whole process has been pretty fun. I guess I think of GameSalad as a computer game, just need to complete it and win some real cash prizes.
So the plan is to spend 2 months making it in my spare time and then getting it on the app store, and hoping to hit the 100 apps a day mark, if only for a few days.
Here a sneak screen from the game:
http://www.singlesparq.com/id218384.png
Bugzone: About a month - was learning how to use GS at the time!
Singularity Drive Prologue - About a week - though most of it was based off Singularity Drive, which is ongoing...
Scargo! - About a week
Black Cat Halloween - 4 days
Xmas 2097 - 2 weeks for the art - about 6 hours for the actual coding
Unbearably Wonderful - one very, very drunk evening...
I'm proud I *made* these, but not hugely proud of some of them! They could all do with a little work, but every new version of GS seems to break things, so I daren't touch 'em!
Now the initial 'rush' of getting an app out is gone, I'm finding I'm concentrating more on the quality side of things, as opposed to releasing something asap. I'm taking my time and trying to make stuff I can personally be proud of.
I still have about 15 'concepts' in various stages of completion - all of which I think are interesting, but obviously slow me down when trying to complete a game. I seem to lack focus and flit between the apps as and when I feel like it. I'm just in it for the fun, after all, and I'm a lot more relaxed about things now!
Additionally, I'm in 'crunch' mode with my 'main' job - so a lot less time to put towards these games. It feels like I'm working two jobs sometimes!
I've got some iPad ideas, but again, want to make something I'm proud of.
Oh, and while I'm here, we have a new logo, which you can find here:
www.quantum-sheep.com
Right - GS guys - just please please please fix the pause function, eh? EH?
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Mother Earth took about 2 months of on and off work. in reality probably only like 3 weeks.
So far its been in the app store going on 3 weeks and i'm looking at nearly 100 downloads mixed between promo codes and paid downloads.
Just a side question what tactics do you guys use to promote your games I know of toucharcade and 148 apps, but does not seem to be very reliable unless you lurk the forums making sure your post does not disappear
Already working on our next app and have a few in line for upcoming and just want some "pro" tips
DCfree http://itunes.apple.com/us/app/doodle-cannon-free/id367503649?mt=8