@123App thanks. I have a feeling I'm going to get constructive criticism from both schools of thought. I would guess a lot of people in game dev circles (such as this forum) would agree with you, whereas app producer types would tell me that their way is the way to go. There's no wrong or right, but whichever side of the fence you're coming at it from it's a fascinating debate I think.
And yeah it was a bit long - I think the main skill I need to work on with my blogging is how to say more with less words haha. Thanks for reading and posting your thoughts.
@dayofjackal Yeah I know that. I think I could have pretty good success with iads though. Another guy I follow who is much more 'indie dev' is this guy: http://www.indie-story.com/blog/ (I'll probably blog about him too soon). If you read his income reports he seems to be doing pretty well with iads, which gives me hope. Thanks.
By all means it was no way of saying what you are doing is wrong. It's great your up to the challenge and making games. Everyone is going to have different opinions but in the end it's your dream and nothing should stand in our way. It's very inspiring. You got my support. Congrats with the baby btw, must have missed the news.
The whole argument about quality over quantity is something I am dealing with now. I have learnt a lot about the mass market by selling apps and I have embraced ideas that in the past I would have rejected outright. Importantly I have learnt that one mans trash is another mans gold.
@123App thanks, at the end of the day I guess we're all in this app developing market together, trying to find our way as best we can And thanks for the congrats, we can't wait!
@lycettebros That sounds intriguing, perhaps I could learn something useful from your experience?
@lycettebros That sounds intriguing, perhaps I could learn something useful from your experience?
I have learnt that I was previously too precious, obsessing over quality and achieving perfection. Losing time and opportunities in doing so. I am not sure that attempting quality is that smart anymore when trash seems to win out.
@Lycettebros this is what concerns me. I've always been a bit of a perfectionist too so I'm having to fight my own nature to stop getting caught up in all that. It sounds like searching for the holy grail but I'm trying to find that middle ground between quality and quantity. I'm hoping that the more games I produce the better I'll get at producing a higher quality in a relatively short amount of time, like anyone honing their craft.
I guess it's down to how long you spend to develop each game - the simpler the game is to make the more time you can spend on polishing it before release, but at this stage I really don't want to be spending more than a month on any one game. I hope that proves to be possible!
Yes @BoomshackBerry your plan sounds wise. I read that blog post you linked (indie dev) to and it got me thinking ...along with some conversations I have been having with other developers. His dev plan is aggressive (6 days and the rule for a profit). I admire the pragmatic business acumen of the guy but his model also promotes the production of a lot of crap which has the danger of killing the app market. Maybe I am paranoid. I am exploring his model (I will give it a go) and adapting some ideas to my practice. I have always wanted a 'hit' cheap app to fund the development of something bigger (curiously this was his goal too). That has been my plan for a while now. It has not happened yet, maybe I have to be patient. App dev world time is faster than real time.
I think it's down to considering your own needs over those of the greater good, some people might call that being selfish. Technically his method does promote crapps (an amalgamation of 'crap' and 'apps' that I think I just invented ) but as you said it's a means to an end, a way to earn enough to work on better things. If you don't fill the store with crapps (I'm determined for that to catch on) somebody else will anyway, so you may as well earn what you can from it.
Having said that I'm actually not advocating crap at all, but I can definitely understand that side of the argument.
I think its a solid plan... make quick simple games (simple enough that they can be well polished and professionally done), keep making them until the revenue earnt is enough to live off, with the chance of getting a hit game. Plus lots of cross promotion. Once your self sufficient invest time making larger more note worthy games.
I also agree that this is a great plan to earn the money to allow yourself that one big project... but I also fear that the app market is now so saturated, and attracting the big players with deep pockets, that time may be limited for us bedroom indies...
...So, if we leave it too long before committing to our big project - then maybe it'll be just too little too late!
I make a living at it, GS only ...but alot of my profits have gone to finance a huge project in Unity, It's an incredible time to be an indie dev...best of luck....always have new projects in the works, always try new things...in the end I believe you just have to get good one day, otherwise it comes down to dry luck which isnt very secure it becomes tired and unenthusiastic
The best of luck and you will have to work harder to succeed,... but if you do, you will love you job. I had been on your blog, don't let it die, many of us will keep reading it.
Congrats and the best of luck! If you need anything in future don't hesitate to contact me Looking forward to your progress.
I for myself bought all How I Met Your Mother motivation pictures from Barney's Office room. I have them at my working room and it always motivates me when I read them.
It took me several years before I cracked it so don't give up follow your dream be true to yourself and oh lots of long days and nights but when you make it you will wake up with a smile on your face knowing you don't have a boss to answer to 9-5 (apart from your wife lol) and the rush hour traffic to contend with
@BrunoGames Thanks for your comment on the blog, messages like that keep me motivated!
@GuaveGames Thanks for the offer of help, that's awesome
@DeepBlueApps reading posts like that gets me fired up! That's feeling's exactly what I'm after, it's definitely worth all the hard work. Luckily I'm a workaholic so the long days and nights actually sounds good to me I know there must be something wrong with me...
Hey all, I'm going away for a few days so I thought I'd quickly post part 2 before I go. Apologies if there are any grammatical errors etc but I had to rush it a bit to get it posted this morning! Thanks.
I'll be your regular reader. At the moment I'm quiting my job and planning to earn my living with indie game dev. The difference is that I'm planning to use Game Salad + Unity 3d. And focus on more bigger more indie apps. But there is a lot of stuff in your posts that relevant for me.
I for myself bought all How I Met Your Mother motivation pictures from Barney's Office room. I have them at my working room and it always motivates me when I read them.
This is the plan @RP and I have Puck It is our current franchise app as we will be adding more tables et.. Also we are working on some quality minute burner type apps. They require less work because they are smaller games with repeat mechanics. This doesn't mean we will sacrifice our high standards of quality to the contrary. Just means we're making games that fill a different genre.
Thanks all for checking out my blog, and for your words of encouragement! And @FryingBaconStudios you've got it in one, it sounds like we're heading down similar paths. Minute burner is a great phrase by the way, I'm gonna have to use it in my blog, it fits the bill perfectly.
I read you want to lean another engine. May I suggest unity. I am actively learning it and one of the scripting languages is java script a very understandable language and unity can export to anything for PC to console to mobile. There are tons of videos to draw from also.
Comments
And yeah it was a bit long - I think the main skill I need to work on with my blogging is how to say more with less words haha. Thanks for reading and posting your thoughts.
@dayofjackal Yeah I know that. I think I could have pretty good success with iads though. Another guy I follow who is much more 'indie dev' is this guy: http://www.indie-story.com/blog/ (I'll probably blog about him too soon). If you read his income reports he seems to be doing pretty well with iads, which gives me hope. Thanks.
By all means it was no way of saying what you are doing is wrong. It's great your up to the challenge and making games. Everyone is going to have different opinions but in the end it's your dream and nothing should stand in our way. It's very inspiring. You got my support. Congrats with the baby btw, must have missed the news.
I have learnt a lot about the mass market by selling apps and I have embraced ideas that in the past I would have rejected outright.
Importantly I have learnt that one mans trash is another mans gold.
@lycettebros That sounds intriguing, perhaps I could learn something useful from your experience?
Lump Apps and My Assets
I am not sure that attempting quality is that smart anymore when trash seems to win out.
I guess it's down to how long you spend to develop each game - the simpler the game is to make the more time you can spend on polishing it before release, but at this stage I really don't want to be spending more than a month on any one game. I hope that proves to be possible!
Maybe I am paranoid. I am exploring his model (I will give it a go) and adapting some ideas to my practice.
I have always wanted a 'hit' cheap app to fund the development of something bigger (curiously this was his goal too). That has been my plan for a while now. It has not happened yet, maybe I have to be patient. App dev world time is faster than real time.
Having said that I'm actually not advocating crap at all, but I can definitely understand that side of the argument.
...So, if we leave it too long before committing to our big project - then maybe it'll be just too little too late!
... or perhaps I'm just a pessimist!!!
I love the term 'crapps'.
It's an incredible time to be an indie dev...best of luck....always have new projects in the works, always try new things...in the end I believe you just have to get good one day, otherwise it comes down to dry luck which isnt very secure it becomes tired and unenthusiastic
@Ebreeze seeing as you're already making a living from Gamesalad I'd be really interested to see some of your games. Do you have a website?
I had been on your blog, don't let it die, many of us will keep reading it.
I for myself bought all How I Met Your Mother motivation pictures from Barney's Office room. I have them at my working room and it always motivates me when I read them.
Have a great day,
Alex
Best of luck!!!
Darren.
@BrunoGames Thanks for your comment on the blog, messages like that keep me motivated!
@GuaveGames Thanks for the offer of help, that's awesome
@DeepBlueApps reading posts like that gets me fired up! That's feeling's exactly what I'm after, it's definitely worth all the hard work. Luckily I'm a workaholic so the long days and nights actually sounds good to me I know there must be something wrong with me...
Legen... (wait for it)...
http://barrykeithgrubb.com/the-plan-part-2-looking-to-the-future/
edit: sorry it's a bit wordy again, I promise after this one my updates will be much shorter, but there's a lot to fit in to these early posts!
http://barrykeithgrubb.com/the-plan-part-2-looking-to-the-future/
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS