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So... I've maded a game and it sellerded 0 copies... I suppose now is over, yes?
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>>719394237
>8 years
>I came
ew.
>>
>>719394275
After 8 years of edging he finally came...
Good for him.
Lol.
>>
>>719394237
Literally everything that uses "years" as an estimate of time something took to make is 100% bullshit.
>>
>>719394387
Yeah it's usually
>I opened gamemaker studio once 8 years ago and then didn't touch it for 7 years and then I made my game, it took 8 years to make
>>
>>719394237
I'm so tired of this "attention economy" with every asshole propping themselves up and vying for my attention. I don't care who this asshole is, what he made, what happened to him, or how he feels about it.

yes game dev can take a long time.
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>>719394237
Keep making gayms
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>it's like zelda/earthbound/metroid but I made it :-)
there's your problem why wouldn't I just play the original games instead of a new worse version?
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>>719395331
That's literally the problem with 80% of indie games. Most devs lack a real vision or originality.
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>>719395076
Actually you see I was born 27 years ago and since I'm the reason the game exists it's safe to say that it was 27 years in the making!
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>>719395227
This is literally how it works.
If you release 1 game in 2 years, you only go through the process of polishing and releasing once. If you release 5 games, you go through it 5 times and get better at it each time using feedback and experience from the last.
If your 2 year game sells well, you only sell people your 1 game. If one of the 5 games sell well, you get people that will buy your other games.

Good games are the greatest advertisement for your other games. If you don't have other games, you don't get any extra sales from players who own the game.
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>>719394275
>8 years old
>I came
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>>719395227
How am I supposed to make more games if my previous games made no money for me?
>>
>>719395442
That mostly comes from the fact consumers love what they already know and are reluctant to try something unfamiliar.
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>>719395443
implying your parents didn't help
>>
>>719395815
By using your free time that you're using to shitpost currently for making games.
>>
>>719395815
Don't make games for money.
There's so many variables that it's for all intents and purposes, a gamble. A game that will sell well today won't sell at all tomorrow for literally no distinct reason.

You make games without needing them to sell at all. Then as your games do start to sell, buyers of your 4th game look at your other games and buy them, making people go from buying your game once to buying your game once and possibly buying your other games.
If you're relying on indie dev for money, you're wasting your savings and time.
>>
>>719395875
Without money I can only make shit games. I don't want to make those.
>>
>>719396051
If you don't have the vision to make something good without hiring people or buying assets then you can't make good games and should not attempt it, simple as.
>>
>>719396048
You are not understanding. Anon said you make more and more games.
But you need money to make GOOD games.
If my games I already made don't sell and don't make any money, I can't make more games.
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>>719396128
You have never made a game and don't understand what goes into making a GOOD game.
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>>719396216
Shut the fuck up already, filtered retard. Cry into a camera how hard game dev is if you want attention.
>>
>>719396313
It's funny how quickly you folded. You clearly are a clueless nodev moron.
Newsflash: making a good game takes money no matter how you spin it.
Even all the solodev success stories have at least a single person they commissioned for help. But you're too stupid to know that.
>>
>>719396139
>need money to make GOOD games
Then get a job and do indie dev on the side.

Stop trying to make a living of this shit. You legitimately make more money selling asset packs to dreamers than you do selling your own games. There's a reason why so many people blog post and make YouTube videos, it's because it's easier to make money from website ads and doing YouTube than it is from indie dev.
>>
https://www.youtube.com/watch?v=VpNqR2oZXZs
>>
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>>719395834
APOLOGIZE
>>
yawn
They should have Cris on for an interview to teach them a thing or two about gamedev
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>>719396410
I love natural filters so much it's unreal. Gamedev is a true meritocracy.
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>>719396671
Nice retort, moron.
If all it takes is "just vision" to make it in gamedev, then explain why the only indie games releasing today are worthless FOTM garbage like lethal company or peak.
>>
>>719394237
There are too many games. The problem is lonely men who don't have much else to look forward to in life since women will never be caged again, so get some dopamine from revisiting what you love and making it into your own game. Maybe.

Everyone's online instead of having real life friends, and how do you even make friends in your 20s and 30s? Do you use Meetup?
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>>719396501
I wish I was smart enough to make my own engine, but I try to make do.
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>>719396051
>without money
Consider getting a job, retard.
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>>719394237
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>>719396873
With a job you don't have time for game dev, retard.
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>>719396728
Why keep talking? Just kill yourself or stop engaging with this entire topic if you have given up. I don't get what you hope to achieve from sharing your cuckold perspective.
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>>719394237
problem is he spent too much time content creating instead of game dev.
>>
>>719396974
Literal skill issue. Like the other guy said, get filtered.
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>>719395227
PROOFS?
i understand the sentiment, but the fractional number of games implies some wack-ass methodology that i don't expect to hold
>>
>>719396985
You have no idea what you're talking about while talking about it as an authority, and once called out, resorted to adhocs to save face.
The only one who should kill himself here is you.
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>>719397129
Answer the question why you still keep engaging in this topic. There is the option to stop engaging since you have nothing to do with gamedev. There is also the rope if you have given up on life.
>>
>>719394237
Oh i thought he posted something new, but it's a podcast with that Thomas brush guy
>>
>>719396549
*Ahem*
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>>719397204
I'm just curious as to why you're so retarded.
Also, it's interesting how you're projecting your own insecurities and pathologies on me.
>>
>>719397216
>Thomas brush
Didn't he make like a flash game years ago and thats his entire personality now?
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>>719396051
if you're fishing for excuses and validation instead of acting then you're ngmi
>>
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>>719394237
my 'game' is a few hundred ideas on a notepad, is it over for me?
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>>719397678
I've got like 20 ideas on a notepad, some 3d models, and pixel art - you might actually have more than me.
>>
I watched some videos by this guy and he's another one of those self-centered developers who are more interested in the glamour of being a game designer, teaching others, presenting videos and lectures, etc., than actually making fucking games.
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>>719397678
My 'game' is about 50~ random dialogues, names, and settings that are unrelated
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For me its my comic book, which i have now outlined the story, cosmology, message, and theming, but now need to fill out with more characters
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>>719397678
>>719397778
Share one idea and I will judge
>inb4 muh billion dollar idea
Literally every creator knows it's about execution and not the idea. For a good game hundreds of good ideas need to interact with each other.
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>>719397992
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>>719394237
Has he released the game? I was following him for tutorials on youtube for quite some time, but completely forgot about his 'game'. I already expected it to be super shallow and only being eye candy.
>>
>>719398404
I don't get it.
>>
>>719395828
That's why you make it similar but with a new gimmick.
Factorio was made because modded Minecraft was a piece of shit to work with. Sactisfactory was made to copy that+appeal to graphics fags.
Dyson sphere program is easier than factorio but also cheaper with an attention grabbing visual style.
Captain of industry is like factorio with terrain deformation and far more complex.
Shapez2 is diet factorio with zero threats to deal with
Mindustry is factorio with tower defense for phonefags
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>>719394275
sensible chuckle.jpg
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>>719398804
What would you suggest for metroidvania, 2D platformers, the genres that are beaten to death already.
>>
>>719398664
in fps games you can only look 90 degrees up or down
the idea is to let you be able to look slightly past that and also make ur character do a 180 spin automatically if u keep pushing past it
enabling you to seamlessly track something that flys overhead, or is underneath you
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>>719399063
Sounds like a weird solution to a non-issue.
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>>719398904
catering to a niche, presumably one you are part of, rather than just "making a 2D platformer"
not to mention there was some downtime since the glut of metroidvanias, we had the excess of rougli*e deckbuilders and multiplayer streamerbait trends for quite a while now
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>>719398404
What font is this?
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>>719399380
what are video games solving exactly
>>
>>719399534
Not him, but increase mouse sensitivity?
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>>719399534
I want you to explain the thought process behind this question. I want to understand the mindset that led to you typing that in reply to that post. I'm really baffled by what you wrote in your post.
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>>719399658
doing a full 180 takes too long in a fast pace game
there will also be a keybind that instantly does a 180 for you btw
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>>719395331
because you already played the original and youre bored of it.
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>>719399661
im einstein
>>
>>719394237
ts nigga look israeli and his game do too
>>
People should stop making things until they learn marketing, promotion, media buying and sales on a high level. Or at least work directly with a partner that knows about those things.
A lot of “creative” sóylennials/zoomers think if you guys make a good game/movie/album etc. people will just come to you with a truckload of cash and dump it on your lawn. Then they get bitter and demoralized when that doesn’t happen. It’s a very delusional way to run a business. 100% organic success is like trying to win the lottery. It’s possible but you shouldn’t bank your entire success on luck. A mediocre game that’s well promoted will make a million times more money than a good game that’s relying on people to find out about it through osmosis.
>>
>>719397226
Don't forget to take into account the previous much bigger universe whose black hole spaghettified matter and light and white holed it into the birth of our universe, they deserve some credit too, don't you think?
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>>719400030
>People should stop making things
Someone post the autistic gamer guy when he tells the one chick that companies should just stop making games
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>>719394387
Why aren’t you making Skyrim by yourself then?
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>>719400495
Because I'm a heterosexual male.
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>>719394237
I believe one of the problems with indies is that they tend to focus all their energy on that one dream game of theirs and then it ends up in development limbo and comes out not very good.
In reality you need to "do shit", start different projects, make prototypes and if something is viable go for it, the more experience you get by going through the entire process the better and more efficient you become. You can use smaller scope games and projects as stepping stones for your dream game, for example if you are making a stealth/Hitman style game set in a high school setting you could try making that game in 2D to help you understand how AI would work and visualize the core concepts instead of adding easter eggs to your 3D game leading to feature creep.

>>719400030
It's not exactly viable for 1 guy or a small team of 3 friends to do marketing, promotion an bribing game journos for coverage. At best you can make a Xitter account, a d*scord and shill your game the best you can. If you're in a certain niche like horror you can try contacting smaller youtubers who specialize in that niche and if your game is good or looks promising they are usually happy to make a video on it. Just forget about the big boy channels because your email will end up straight in the trash bin unless you send them a phat check with that review code.
>>
Maybe someone here can explain this to me about indies. Why are they pretending like they are depended on the launch hype like big games? Supposedly someone made a good game but it remains unseen on launch and doesn't sell shit. Why can't they just keep marketing it forever till it catches on?
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>>719400702
I disagree. Making content is free. Media buying doesn’t require a huge team, can realistically be done with one person. There are literally thousands of <100k YouTube channels and podcasts that you can interview you to talk about your game. There are conferences. You can build a community. You build an email list. I’m not saying you can do ALL of these things with a small team but if you aren’t doing one or a two or these things on a high level, you’re unironically NGMI. I’ve worked in ads and marketing for almost 10 years. I have personally seen a lot of stupid ass people with average businesses make a lot of money because they understand that no one can buy your thing if they don’t know about it. Game devs and other creative people think they’re somehow exempt from this. That’s why a lot of them fail. It’s just reality. Is it easy? No. Is it simple? Yes.
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>>719401432
*that can interview you to talk about your game
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>>719400968
Contrary to what some people are saying here, marketing does not work miracles. Marketing will work in the sense that it will give your sales a small boost, so what would be 1,500 sales in 8 months might be 2,200 sales in 6 months or something like that, but even that is not guaranteed. The market is too chaotic, and there is no magic formula for selling your game.
The solution for indies is to create truly unique games, but most of them don't have the capacity to do so. It's like any art form. You'll only have a few musicians capable of creating culturally relevant things, a few writers writing things that people are really interested in. Etc.
>>
Bro, so many people talk here about gamedev like they are talking about women. If you are self defeating cuck then everything will seem impossible. Your cuck mentality will spin everything into being impossible, every advice into being shit.

A good mind will take even shit advice and think about how to make it work and benefit from it. It will take failure and look how to turn it around. But this is something you can't convince someone of. Either you have the mentality or not.
>>
>>719401432
>>719400030
Pray tell how "marketing", "promotion", "media buying" and other buzzwords help you to make good games. You just type keywords into your steam page and let the algorithm promote it itself, idiot.
>>
>>719401771
How is a good game selling a miracle though? Your post is weird because you make it sound like it will have predictable outcomes to keep trying and then you say the market is too chaotic and there is no magic formula.

So why not keep trying even after release?
>>
>>719395442
>>719395331
thats just how you have to sell things. ITS LIKE OTHER THING!
nothing is really original under the sun and its hard to stand out on your own merits
its not like you're constantly on the hunt for original indie games
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>>719396051
you can make good games with no budget. you just can't make large games or ones with high production value.
if you think you can compete with games on the scale of GTA as a poorfag solodev you're out of your goddamn mind.
>>
>>719400702
>I believe one of the problems with indies is that they tend to focus all their energy on that one dream game of theirs and then it ends up in development limbo and comes out not very good
Hit the nail on the head. Indie devs should make a bunch of game jam games.
>>
>>719396410
>>719396216
I've worked on multiple games and that dude you responded to is right. You can make a decent game even with no budget.
>>
Gamedev is just ultra hard but with anything overwhelmingly hard if you stop doing the thing you have immediately lost. And you lose most time in "getting motivation" for a new attempt.
>>
>>719401898
Being a good game is not enough. The game needs to be good, but it also needs to have been released at the right time, in the right place, recognized by the right niches, talked about by the right people, etc. It's a huge sequence of coincidences that will make a game explode in sales, and this thing won't happen with all games simply because it is something rare.
But indies still have a way out, which is the natural talent I mentioned. If you have a natural talent for entertaining people, you will be able to sell.
You probably won't become a millionaire and famous, though.
>>
>>719394275
Theoretically, what would happen if you had blue balls for 8 years straight? Would your balls just balloon to enormous proportions or would they eventually just explode?
>>
>>719402310
Ok but what if you keep marketing and the coincidences will be right one month after release? You still have not answered why the release period should be the end all be all for indie games like it's for big commercial releases.
>>
>>719395227
Scott Cawthon needed like 70 games to reach the revenue for 3.0 on that chart. The chart is likely a better indicator of how low sales makes people drop out of making video games (or how a lot of people get game dev out of their system after the first one or two)
>>
I think its the same as the australian game coder who got a bit of a following on youtube ages ago. And I think 8 years later, he still is working on his engine. After rewriting his graphics 4 times, his sound engine like 3 times...

You are either someone who can work towards a goal and finish somewhere within a set date.
Or you are someone who has to make everything perfect, and has to implement every new idea, and reformat your code every time you learn something new.
If you are the second type of person, you will never make it as a game dev or artist. Imo the biggest skill you can have is knowing when and how to move onto the next objective.
>>
>>719402350
You cum in your sleep. I have not had it happen in many years because I'm a turbo coomer but you usually have a wet dream and your underpants are full of semen when you wake up.
>>
>>719394237
I mean is there even a single example of some great indie game that slipped through the cracks due to to how rough it is out there? Everyone says
>oh I spent all this time and it was so hard and its so hard to succeed
But then you look at their game and its just some shitty as 2d sidescroller or basic puzzle game which would have just been a free flash game 20 years ago.
>>
>>719399063
First of all your acting like a FOV slider is a new thing. Second of all anything past 110 gives you fish eye and tends to give players a headache. Past 150 always looks fucking wack. Open any Bethesda game and use the command to change FoV to 180 and see how retarded your idea is. Also some turbo fast paced games have already experimented with different styles to midigate the fish eye problem.
Conclusion - your idea is 30 years old and was long since proven shit
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>>719402615
His idea is retarded but he is not talking about FoV, brainlet.
>>
>>719402615
This seems like it allows you better 360 aiming control at any FOV level
>>
>>719402607
This. It's not just AAA games, even shitty indie flash games now take years to make.
What the fuck happened, you'd think that with modern tools, game creation would be easier than ever
>>
>>719398404
Seems usable
>>
>>719395529
>the process of polishing and releasing
I think this is an incredibly important thing for every artist. If you never go trough the whole process, you will fail once you try to release something.
>>
>>719402651
It's literally on demand FoV change which is retarded
>>
>>719402797
It's just instant 180 degree turning that many third person games have already but in fps and vertically instead of horizontally. The camera is moving, not changing lenses.
>>
>>719402797
Just to clarify I am aware his point is not laterial FoV but rather verifcle FoV which would be even worse for motion sickness/headaches
>>
>>719402930
>in fps games you can only look 90 degrees up or down
the idea is to let you be able to look slightly past that
This directly implies just cranking up FoV past 90 and the turn 180 thing is a separate idea which as you said also isn't anything new
>>
>>719402940
Its neither. He’s saying once you mr mouse moves towards the outside of your cone of vision fast enough, the game will register it as an attempt at a 180 turn and do the in-place turn for you
>>
>>719401771
Marketing is a factor but the only one of course. The point I’m trying to illustrate is that indie devs do very little promotion then cry about their game not selling. That’s just not how any other business on this planet operates. You need to make a significant effort to put yourself and your project out there. There is absolutely 0 getting around this
>>719401798
Making a “good” game is beside the point. Plenty of “good” games underperform, while tons of “bad” ones bring in many millions of dollars.
>buzz words
>you just type keywords into your steam page and let the algorithm promote it itself, idiot.
Let’s do a thought experiment here. Do you think literally any AAA or AA video game studio approaches the market with this mentality? Do they do what you’re saying? Or do they spend tens of millions of dollars promoting and generating awareness/hype for their game? Mind you, these companies actually have brand awareness and IP to lean on. And they STILL make a significant effort to push their products. So why the fuck does Transgender Solo Dev Inc. think they can just publish a game on Steam with no other work involved and make ANY money? It doesn’t happen like that. Not any more at least. You could MAYBE get away with that in the early days. Not now.
>>
>>719403072
God that's even more shit then. Sounds like a controller handicap more than a M&K problem
>>
>>719403028
No he literally has written it in his note that the past 90 degrees viewpoint is a "grace period" where you can push to initiate the 180 degree spin. Nowhere does it state the fov changes, it's just the camera moving further. It's when a huge cock pushes against a tiny pussy and it goes a bit in and then you feel the resistance so you can decide whether to start pushing hard or to retreat.
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>>719394275
imagine
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>>719394237
every single one of these videos is
>fag makes quirky pixelshit sidescroller
>in a fucking sea of quirky pixelshit sidescrollers
MAKE A FUCKING VIDEO GAME NEXT TIME YOU UNHOLY WRETCH
>>
>>719403352
Yea, but there are only guides for pixelshit sidescrollers. You don't expect me to come up with my own code do you?
>>
>>719397226
>cosmic inflation
>>
>>719402424
The age of products radically changes people's perception of them. Two or three months after launch may not affect this, but if your game is five years old and still obscure and ignored, you will have a hard time convincing normalfags that they should try something that will have no social relevance.
Consumption is also a social thing. People want products that are popular among their friends because it facilitates certain interactions.
After a certain amount of time, the only chance a product will have is to be discovered by a dedicated niche audience. But in this case, it will no longer be people making casual use of the media, but a few autists who are strongly committed to it, so your game will have to have real qualities to be rescued after being filtered by time.

Note: However, in the age of digital games, you can revive old games with updates.
>>
>>719403192
It can be used on controllers, yes.
>>
>>719402539
>>719402350
Plus some of your semen gets slowly ejected together with your urine while peeing...I assume
>>
>>719400164
>How did nothing create everything?
>Simple all the matter from this universe is from the previous one
>Ok retard then where did that matter come from
>The previous universe
Just say you have no clue holy fuck I hate these retards
>>
>>719403536
Not really. Your body breaks the sperm down and reabsorbs it.
>>
>>719395154
>attention economy
That's a good term for it. The worst is how it invades spaces you might ordinarily interact with people but they commodify both the medium and themselves for their attention grabbing. 4chan feels like the only place you might really have a conversation with somebody. Grim.
>>
>>719403669
So where is cum stored then?
>>
I will only make game if E for everyone.

Then casually pack with booba because Rare could do it.
>>
>>719398404
I am making a FPS, if I implement something like that it will be pain because nobody expect the camera behave like that, and because my character it's constantly changing her body orientation, it will just confuse the player a lot.

Also, in all my years playing FPS, I never thought of the 90 degrees constraint as an issue and if I want to do 180 spin I just turn the camera to the left or right.
>>
>>719403852
The sperms are produced by your balls but only a tiny fraction of cum is sperm. Most of it is a protein fluid that your prostate releases.
>>
>>719398904
Howabout actually using a morphball instead of making castlevania and calling it metroid cause it gas a real world.
>>
>>719394275
8 years' worth of semen made a glopping noise as it flowed endlessly into OP's mouth
>>
>>719396051
Skill issue.
Tonnes of amazing games weren't released commercially.
From Cave Story to the RPGMaker classics to the Yume Nikki-likes to more recent games in the same vein, budget is simply not an excuse for making a shitty gayme.
>>
>>719394237
roguelike soulslike open world sandbox?
>>
>>719394237
mf looks like he talks 5 hour long essays on greenscreen holding a mic
>>
>worked on one fighting game for 5 years
>do almost all the art and coding myself, use tailor-made asset packs for SFX and the like
>have restarted and overhauled base systems more times than I count before hitting a point Im finally satisfied with
>improving my skills all the while
>have a career outlook outside of game dev so not reliant on it to make money
>but still nowhere near release
Idk if I should scrap everything and just make an infinite runner or some crap or keep chugging along. I want my game to be good and noticed, I dont need to make money off it to survive or anything, but I dont want to devote a decade+ and end up with a forgettable dud
>>
>>719402615
thats also wrong. there is such a thing as fov over 150, its called Panini projection.
>>719403220
correct
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>>719404321
I think fighting games are shit to do as a solo dev because they leave only very little room to implement clever ideas.
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>>719394237
>and it's a gay ass platformer
fucking millennials FUCKKKKKK
>>
>>719403852
The nutbladder
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>>719404321
>>have restarted and overhauled base systems more times than I count before hitting a point Im finally satisfied with
Found your issue.
Just make a viable product for your first game.
It doesn't have to be some complicated thing,
>>
>>719396051
Cave story was made 20 years ago by a wagies for free on his off time in a country that expect you to work ~80 hours a week . If you are going to cry about not being able to make gayme in your free time you are looking for an excuse
>>
>>719403852
i store my cum in my femboy bf.
>>
>>719404441
>there is such a thing as fov over 150
Yes you can it just looks like shit for obvious reasons
>>
>>719404441
>Correct
Shit solution for a non problem
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>>719394237
This guy streams on twitch. He's always doing his little twiddly pixel art stuff. He self-identifies as an artist first, gamedev second and it's pretty obvious.

Anyways, this guy is a streamer/artist. Not a professional gamedev.
>>
>>719404321
Fighting games is creating the instruments and letting other people play them. You have barely any influence of the player experience, you just try to create quality instruments. Obviously you can't compete with the instruments the big companies created.

As a solo dev you want to make a game where you can also compose a melody. While your instruments may not be the best, your melody can be easily better than the one from big games. And then people will want to play along.
>>
>>719404615
Come on, lets not pretend that 20 years ago is the same time as now. The market is so saturated with good but not sensational indie titles, the moment has passed.
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>>719405153
The argument was making a good game not a successful one. Also cave story is still one of the top 5 solo dev projects of all time
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>>719404321
If these 2 can take 11+ years to make a game and it still turns out great then so can you. Just keep grindin.
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>>719394237
Good riddance
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>>719404782
what problem are games trying to solve exactly?
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>>719405414
He is concerned about making a game that makes MONEY so he can afford to hone his skills and eventually make a better game. Its a catch 22 situation which is why aspiring devs fail to break out.
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>>719405841
Making a game with the intention of making money is no different than panning for gold. It is fucking retarded. Do it if you have an idea you have a clear vision you wish to share with the world and do it in your spare time
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>>719405719
The game isn't the problem the situation in the game is the problem
>>
High work ethic and actually having the talent is just a rare combination. And you need both to make a good game.
>>
>been a weeb semi gooner all my life
>got an insane paying job with lots of free time
>got married
>whenever I try to spend time gamedevving, it involves hot anime girls
>wife gets jealous and drives me insane
>lose all energy and desire to dev more
>cycle repeats every 6 months or so
life is just shit in general, everything's so annoying
>>
>>719406543
nigga thats a piece of paper not a game
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>>719406729
Just rent an office where you can dev in priate, not that hard.
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>>719406907
Distributing a solution to a non in problem in a game. Just as this post is text on a screen
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>>719406729
Let's see it anon. Also if your wife is crying about anime girls it isn't going to last
>>
Just commit benefits fraud and make games for the love of it.
Who the fuck is pursuing indie game development as a "career path"?
>>
>>719406470
You can have a truckload of artistic vision but unless you're a wonderkid from 10 years ago who is capable of doing all the coding, writing, sound, and music you're never gonna stack up to a team of even just 4 people. He was bemoaning that the barrier to entry is now much higher and your response to him was to "make Cave Story"
>>
I didn't make any money off my first (only) game. I showed it to the right people at the right time and got hired for a programming job though. Make six figures and bought a house last year. Hard work might not open the door you're hoping for, but it still does lead to opertunities if you're flexible.
>>
>>719395331
Because those are single player games with an end. You can only play through them so many times before it gets boring and you want new games to play.
>>
>>719407201
Anyone who says this has never worked in a team. It's very often a far bigger hindrance to work in a team then solo, especially if just one person in the team has the wrong personality or competency.

The reality is one competent person is 100% alone. Let's put that person in an average office position in a team of 20 people, most are average workers. You would think now efficiency is multiplied but nothing could be further from the truth. If the leader is competent maybe you went from 100% to 300%. But that's a big assumption.
>>
>>719403620
Tbf I don't think previous universe theory has much support outside of science fiction fans.
>>
Any tips for someone who's starting out? Doing a fantasy top-down 2d game/zelda clone or something. At least that's what I'm aiming at.
>>
>>719409238
Go to >>>/vg/agdg/
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>>719409238
Do lots of little projects first. You want to be able to have clear technical solutions in your head when you think about ideas and solutions, like you don't need to write code in your head, just be able to know what you can use. Like for example you made one little project where you made a little dialog system and now you will have clear technical solutions for your big project. Till you don't have these things in your head, continue making small games.
>>
I'm the opposite.
I really enjoy the deving process - programming and solving things, doing stupid pixelshit spritework, watching things come together.
But I never finish anything because I end up having another unrelated idea, or get burnt out after mechanics are fleshed out fairly well and its time for content.
>>
>>719409809
How are you the opposite then, you are the average dev.
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>>719397946
looks really cool anon
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>>719403352
>>719403435
I wish those people would just make P&C adventures instead.
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>>719402350
Anon cum isn't stored in the balls. You are thinking of pee.
>>
>>719402735
but anon, my game vision was obviously perfect. it's the audience who didn't appreciate my genius.
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>>719398404
use case?
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>>719409981
8 years 1 game, specifically. There's no way in hell I'd be able to do that.
I know I'm not a rarity, yeah. Damn I wish I had autism.
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>>719394237
>I've maded a game and it sellerded 0 copies
Did you bump your head as a kid or something?
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>>719403959
>FPS
>her
ngmi transcoded discordgroomerslop
>>
>>719409809
Write a design document. And then you stick to it.
>>
>>719394237
>8 years
>makes the main character a woman with danger hair
why do they put themselves through this?
>>
>>719403620
>my unverifiable belief is better than yours
a tale as old as time
>>
if your game is:
>2D sidescroller
>collectathon
>SM64 clone (bonus if le choppy animation)
>pixelshit
>le ps1 graphics
>roguelike
>walking sim
DO NOT QUIT YOUR JOB!!!!
>>
>>719396671
>that will be 300$ + tip
>>
>>719410269
I always thought it's a dude.
>>
>>719397946
what's that line in the beard, just below its nose? scar? snot? piercing?
also duck in middle panel
>>
>>719402350
If you're an ultra virgin who has never fapped your balls will feel like the heaviest part of your body. After fapping you'll have wet dreams to ensure you'll never get that enlightened wizard feeling.
>>
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>>719410961
I packed up and deleted my super mario clone in its infancy. There are so many similar games and metrodvanias coming out that look mediocre to decent that all make barely anything. A hundred reviews or less seemed the usual for them.
>>
>>719405435
Fucken steve any vilya, played RO online with them way back. Cool peeps, slow as fuck at making a game tho.
>>
>>719395331
Well Stardew Valley was just Harvest Moon so...
>>
>>719414994
Not really. The absolute biggest feature of Stardew Valley is being able to customize a huge ass farm to your liking and this is something Harvest Moon never had, which has been always a fairly static series that never managed to truly improve a sequel without at least going two steps back.
>>
>>719410961
that's just advice in general
don't quit your dayjob over chasing gamedev regardless of your skill level or financial situation
literally the only way it doesn't render you destitute is if you have already secured the funding to sustain a production cycle.
having gamedev as employment is different since you're not responsible for securing the bag, that's the company's responsibility. but you shouldn't expect any longevity since non-specialty personnel are cogs and are easily replaceable, especially if you're at a big company (we've already heard enough stories of devs of successful games getting fired since they are no longer developing the game, so the publisher just wants to cut any ongoing costs).
>>
>>719410961
>>719413690
the kind of game doesn't matter as much as the marketing

>b-but I have no marketing budget
social media
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>>719415917
>the kind of game doesn't matter as much as the marketing
Pretty dumb thing to say when the best form of marketing nowadays is streamers and youtubers playing your game and endorsing it.
>>
>>719415917
I'm well aware of that, but I won't spend a year on a project that won't be played regardless of marketing. I'm looking at good looking and styled games like that amber and cinder one, and that one got barely any recognition. If my game is the same but with tits and asses, it still won't pull and audience.
>>
>>719417061
the only way to get a popular "content creator" to play your game is you are personal friends or by paying them
>>
>>719417228
your primary goal should be to know who your target demographic is before you even attempt to get it onto their radar
you simply will not be able to hit the masses unless you get super lucky, so focus on who you think would actually enjoy the game and drive engagement on their own, since they'll be your real fans.
>>
>>719417365
Retard.
>>
>>719403085
>Let’s do a thought experiment here. Do you think literally any AAA or AA video game studio approaches the market with this mentality? Do they do what you’re saying? Or do they spend tens of millions of dollars promoting and generating awareness/hype for their game? Mind you, these companies actually have brand awareness and IP to lean on. And they STILL make a significant effort to push their products. So why the fuck does Transgender Solo Dev Inc. think they can just publish a game on Steam with no other work involved and make ANY money? It doesn’t happen like that. Not any more at least. You could MAYBE get away with that in the early days. Not now.
Look at this clown larping like he's Patrick bateman or something. Nigger need I remind you of Balatro that didn't had any marketing? Shut the fuck up.
>>
>>719417598
Balatro had an entire year of leadup to its release where it was generating buzz thanks to its demo and ongoing development.
You don't shadowdrop a product and get surprised that it doesn't make a splash. You give people reason to keep an eye on it, to let their friends know to keep an eye on it, to build anticipation for the release. What happens once it's in the public's hands is out of your control but you can absolutely push things along with marketing once you see ripples turning into waves.
>>
>>719394237
I like Adam, he's cool. Will buy Insignia on a sale
>>
Sport expert predictions are nearly always wrong. After the game when analyzing the match they then pretend to perfectly understand the factors that lead to the outcome. This cycle repeats endlessly.

Same exact shit with gamedev and gamedev threads.
>>
>>719417759
>There are so many games released on Steam every day and so much noise about what you should and shouldn’t do, what type of game you should make, what method you should use to market it. It was a real shock to me that even though I had this game that I poured so much time into that it didn’t really seem to matter. I didn’t think this game would sell any copies before this and my initial research into Steam reinforced that idea to me.
>I started creating store assets this month. I created a trailer, got my screenshots, and paid the very scary $100 Steam fee to upload a game.

>In late May, I uploaded the first public Beta build to Steam, set my store page live, and saw exactly what I expected to happen happened: nothing.

https://localthunk.com/blog/balatro-timeline-3aarh

There, now shut the fuck up.
>>
>>719402471
And all of that experience meant when he hit it big he could ride the wave as high as he could and for as long as possible.
He had so much savvy in his niche that he was pumping out feature complete sequels within MONTHS.
>>
>>719394237
dude looks like a dumpy middle aged woman with a painted on beard
what the fuck
>>
>>719417598
Balatro had an aggresive marketing campaign. They made niche content creators play it for long periods and then bought a place in the Game Awards
>>
>>719395227
>people who dont succeed never get to make more games
wow
>>
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I am currently making a prototype for my second game
It's about establishing a company and shooting your competitors (and their employees) in their stupid fucking face.

It's an open world survival crafting game with coop.
How fucked am i?
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>>719396549
GET OFF MY LAND YOU FISH FUCK
>>
>>719410961
>le ps1 graphics

genuinely untrue
for some very odd reason people dig that style and you can stack sales with it like crazy (look at puppetcombo).

It is true however that there are good variants of ps1 style and bad ones (also look at puppetcombo)
>>
>>719395227
This might be the stupidest comment I've ever read on 4chan if posted unironically.
>>
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>>719402350
it rots eventually, so you preemptively break it down and redirect your old semen. takes place after about 14 days. it's why you get mood changes and stuff, your eating your own testorene and your body ups it's estrogen to compensate so you get a tiny bit more femine after about 14 days. it's why nofap November is popular in the gay/lgbt community because it's like open season for them, like hunting. you've got a lot of guys who haven't released, getting internal testorene injections and natural estrogen production all at the same time, all acting a bit more girly. go figure.
>>
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>2D Platformer
Uh oh.
But to be fair, there aren't many game genres to succeed in at an indie scale.
It's either you make a roguelike deckbuilder, a horror game, a rage game, an incremental/ idle game or a 4 player PvE multiplayer game.
>>
>>719419404
Not much if it has a theme people like, or better, hasn't been done much yet. Stay away from zombie survivals maybe, unless they are set in Japan or something.
>>
>>719419404
Your appointment to FEMA should be finalised within the week, I've already discussed the matter with the senator.
>>
>>719415917
The game is the marketing in a world where traditional advertising is kinda dead.
What indies should *actually* be doing is going to games-stats (.com) and using the steam marketing tool to find a genre they have experience in with a high median revenue number, ideally with few games released.
>>
>>719421302
as an indie there's always the option of "thing that the original company refuses to make more of"
Still hard to gain traction but if a niche exists someone is going to want to have it filled, especially if that original company has refused to deliver for 20 years. Might as well be open season.
>>
>>719421630
Yeah that's a risky one especially if your game doesn't compare as favorably as people would want.
>>
>>719421302
There are far more genres to succeed in at indie games than there is at A and AAA games.
>>
>>719422339
the thing is that someone who loves a niche game enough to make their own version of it is almost certainly passionate about trying to live up to the high expectations that they would put upon the original devs if they were to suddenly revive interest in it. they may flavor it specifically to their tastes but the core foundational love of a specific game is there even if they cannot meet the same production quality as a professional team.
It's not the realm of cashgrabs, it's the realm of autistic diehard fans. And they deserve to at least be acknowledged, even if their success is limited to "you made a good spiritual successor to game and the 10 people who love that game too also love yours"
If you actually love videogames and the creative process both, there's no failure state other than giving up. Finances aren't the only way to measure success.
>>
>>719422672
True, but I still don't think there's something for everybody on there.
Like, if I had an idea for a game in a genre with lower earning potential it might be difficult to spec that idea towards a genre with more players, especially if the mechanical idea you had is action-oriented and cannot become a mini-RPG or a Horror game, at least at an indie scale.
>>
>>719421414
>Not much if it has a theme people like

It's sci fi/off-world cyberpunk, and I am actually on the fence about it.

Aesthetics are an insane sales driver.
To be more exact, green aesthetics are.
>>
>>719424251
Looks good and easily suitable for a wide range of demographic. Very pleasing. Go for it.
If it fails, use the same assets and create something new with it. Maybe a physics game or something.
But for now, go for your survival game.



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