And yes, I'm on YouTube over here: https://www.youtube.com/channel/UCVCz-_8VfkVwgB1WzCcuq4w
1,516 karma · joined August 8, 2010
And yes, I'm on YouTube over here: https://www.youtube.com/channel/UCVCz-_8VfkVwgB1WzCcuq4w
I use Unity (currently 2019.3, probably moving to 2020 soon, for the new v2 of the Hybrid Renderer package) and C#. Photoshop for painting with an Wacom Intuos 5 tablet (Adobe Script for slicing and exporting), Spine for animating (highly recommended! Check out esotericsoftware.com), Modo for all my 3D needs. Git for version control, Gitlab for hosting, and lots of Python and Django for the web service parts of my current game, as well as my website. Lots of Google Sheets for marketing and accounting.
And, of course, paper and pens to doodle and make notes and keep track of where everything is at and what I'm working on next.
I've been working on this one for multiple years now, commitment and the art of Finishing Things is perhaps more important than any individual skill-set like programming. Obviously individual skill-sets are important, but you could be the greatest at everything and it's not worth very much if you're _also_ very good at giving up.. In my experience, the first 10% of working on a game is great fun because you're trying different things out, experimenting! And then you have to finish the thing - and getting a decent product to market is a hard slog whether it is a video game or not.
Simple advice to anyone interested in making games - make something small and simple in a single weekend, a snake clone or something, and then go from there.
My grandparents (in England) were longtime subscribers to a magazine named Which (which.co.uk). I have no idea if it's the same thing anymore, but at least 15 years ago it was a (very middle-class, quite expensive) magazine that would review family cars, vacuum cleaners, televisions and so on. The whole selling point of that magazine was 50 years of built-up trust, they'd lay out in detail how they'd do their blind testing and their rigor in testing, and very publicly owning when they made mistakes or got things wrong. Are there any online equivalents that have this sort of cache and trust associated with them? If you were to buy, say, a laptop, or a new washing machine... where would you go?
And I'm totally fine with all of that! Proclaiming that "I'm indier than thou" might get you some (utterly meaningless) clout with... well, I don't know who. The main thing is I find encouraging is there's a number of proven ways to run a sustainable software business. And that's nice to know, because if at some point I need to or want to change how I'm doing things, it isn't a one-size-fits-all scenario.
I do sympathise, it must be very difficult to bring an old engine up-to-date, but it's quite infuriating for developers like myself to work and know when to upgrade and when not to.
It's unscrupulous, absolutely, but I imagine it's very hard (if not impossible) to prove who is or is not performing the gaming.
I got started over 10 years ago now, making Flash-based games and licensing them to various web portal and publishers, which was good money for a student back then! A little indie game developer golden age where you'd get a lot of players and also a few thousand dollars per game without too much trouble. I went on from there doing self-published games that anyone can buy on Steam or the Mac Store, both of which provide about 90% of my revenue, and the remaining 10% are from smaller stores and game distributors.
[1] https://store.steampowered.com/app/654960/The_Eldritch_Zooke... <- My current project.
Indie game dev is my full time job, so this isn't so much a personal project as my regular job that I thankfully get to continue in my small home office. Getting to paint and animate and design monsters, as well as write code, or do the marketing parts - it's all interesting and engaging in different ways.
I think you've misread 'BIM' as 'IBM'. Building Information Modelling is a specific task for software, as the linked wiki page describes.
The thing with MMO projects that really gets you is, even after you've got a mature client and server you still need to put together enough content, which if you're level designing/writing/painting everything yourself, is an enormous quantity of work. If you don't want players to run out of quests and whatnot you've probably got to lean towards a sandbox experience, and this MMORTS is a particularly interesting way to go.
What I appreciate about Jeff's blogging over the years is his focus on sticking to a secret sauce, his is clearly an ability to put together classical RPG's with lovely writing. The reason I've been able to be a full-time indie is that I do both all the programming and all the art (painting/animating/modelling/etc) (As an example, I'm currently working on: https://store.steampowered.com/app/654960/The_Eldritch_Zooke...). The fact that I need to sell half the copies than a team or two is, it turns out, a massive advantage. That, and the specific voice I bring to the writing/design of the games, helps keep me going, and selling copies in a competitive environment that's shifted a lot since I started in 2015.
Finding that secret sauce, that niche, I think that's pretty important.
I hope Discord opens up to more developers soon.
Oh, and another thought, I run a Discord for people interested in the game I'm currently developing. You can imagine the effectiveness of putting a Buy button so close to an engaged community.
Amit's articles were online then, and definitely helped me think through these problems, and their main strength is just how visual the explanations all are. I'm pleased to see they're still online, being updated, and no doubt benefitting others, I know that personally Amit's effort was one of a number of things that has allowed me to be a full-time indie game developer all these years later.
But I finished uni and went into the industry, writing Python/Django code for a startup. During this time I started work on the game that eventually let me go full-time, The Cat Machine (http://store.steampowered.com/app/386900). I'd work on it on Saturdays and towards the end of development I'd even get up early in the morning to get an hour or two in. I released it on Steam and a bunch of other places, where it did... better than a niche puzzle game about cats should do, I think! Other good things happened, it was featured for a number of months on the front page of the Apple Mac Store next to actually really good games like Braid and Mini Metro, so it turned out that cross-platform support was really worth it!
I've been working on my second downloadable title for the past two years (http://store.steampowered.com/app/654960/The_Eldritch_Zookee...), but that's the story so far!