Wait... 150 dollars for that piece of work? I work with artists all the time and a piece like that can easily run you 400 to 600 dollars. You guys got a great deal.
I’ve spent so much money on asset bundles - I watch an asset review video and start thinking of all the possibilities then I see the asset is on discount
I once bought the UI Menu Asset pack for mobile games. It was really necessary and made my game Tetros look much nicer. Although I didn't make a single Cent from this game it was worth the money. Maybe one day I fix the last problems/bugs with the game and try to make marketing for it. But currently I have another game idea I want to make a reality.
You time IS money. You could be programming or making art as a 2nd job. Make your decisions based on that kind of thinking so you don't abuse yourself and burn out by constantly working way too much.
Nice vid. Total spend for me so far is $400 and 4 months of my time. I spent about $300 on art for the steam capsule art and sprites. And of course $100 for the steam fee. I'm currently struggling to gather wishlists though so I fear that I won't even break even at this point.
I like your vids so much. I used to listen your videos (as some kind of podcast), when I on the way to work. :) In this way I can learn from your experiences and suggestions. :)
For my game I made everything myself and therefor I've only spent $100 on it (steam fee). It really helped that I were already experienced in making music and editing!
When is the right time to do a Devlog? At the moment, I am leading a small team that is going to the Pre-Launch Phase to release mid-November with our upcoming game ‘Kthulhu Wants Me!’ and we are just started sorting out the promotional materials. The problem is, that our game is still in a blockout look that still doesn’t feel presentable. It makes it hard for me to do my first Devlog between as it takes a lot of my time at the weekends and I want to focus more on the development side as I feel like I am falling behind. I am finding a hard time to balance them and keep up with the workload. What is your advice?
I'd say talk about your game all the time. Gameplay trailer is nice, but the expectations from trailers != expectations from devlog. Even though you have the 'work in progress' mark it's hard not to judge it as a 'that's how it's going to release more or less'. The way I think about it is you want to have a vector of the development, not the snapshot of how it is at the moment.
We put over 600 hours into Dixie Ball. If you figure our team could have made $25 an hour doing anything else, that's over $15,000 in labor. We decided to make it free and open source, relying on donations. So far we haven't received a penny.
Why did you waste 600 hours making a game about rolling a racist ball around some boring rocks tho? Have you considered making a good game and not just whinging about cancel culture being the source of all your problems in your promotional material?
@@Lucretia_Rage Nice summary. I know this gets to political and off-topic, but otherwise every comment helps with the algorithm ^^' I was pretty shocked about the "Trump gets rid of the liar swamp bullshit" Trump is ass-kissing putin but blames others to sell america to china. How ironic
I'm a guy just currently trying to learn an engine (Godot), but hope to make a full game out of it. I have not placed any money, but about 2 days worth of time over a 2 week period. Currently trying to build the basics of a shmup, I have the character working and am planning on learning how to make enemies soon.
What you pay for in game development is experience and time. You can easily make "a game" for free, but you'll be limited by your isolated experience and your finite time. The cost of one's game, will only be as high as one needs it quickly and of a high quality. You can pay for higher quality, in your own time...or in someone else's. But the cost will come from somewhere, just remember you cant earn more time.
Pick two things out of these three for every project. Time, Money or good. The third is the cost. A good game in short time will cost alot of money. Don’t spend any money and a good game will take alot of time. An asset flip is a good example of bad game made in a short time.
Hi, thank you for this. Could you share with us where you got your music/sprite from? I know I can google some free sites, but what I'm curious about is your story. Maybe make a video of it so many people can learn also
Hi. During your development and publishing, is that crossed your mind to find a publisher? Could you create a video about it, why you need or don't need a publisher? What are the traps what you need to be careful? I heard some horror story about publishers which literally stole the game Intellectual property (IP) (and the developer had to buy its game IP back) or the company itself (for 10K asked 40% of the company(!).. not the game revenue) , even prohibited the developer to release its game because it did not crossed the publisher expectations in some way. So I heard that there is a lot scam regarding publishers. Could you clarify it in a video? Thank you in advance.
It's a pretty easy answer. We didn't work on our game full time. No publisher would fund a game where there is no full-time commitment from the team, as we couldn't guarantee availability, what if we suddenly got a busy period at our main job,... This was also a problem for getting government grants really, if you can't show full-time commitment, a lot of people aren't interested. There are also some other issues I have with publishers, but I'll get to those in a longer video at some point probably. -M
There are other platforms than Steam that you can release on, but let's be honest: everyone who is not willing to spend the 100 bucks Steam fee is not that serious with their project. You can always work/ask for it.
starting your numbering at 0 is standard for devlogs, I imagine because most game devs are programmers and we start counting at 0. that doesn't make it dishonest by any means, in fact when I see a new devlog start at 1 I assume they are inexperienced.
yeah and you need money to buy food and water to power the person doing the development, and electricity to power the pc, and someone else to spend money ahead of time to make sure the person doing the dev is capable of reading and writing aand one could go on about the most obvious stuff there is
Wait... 150 dollars for that piece of work? I work with artists all the time and a piece like that can easily run you 400 to 600 dollars. You guys got a great deal.
outsource to India
I’ve spent so much money on asset bundles - I watch an asset review video and start thinking of all the possibilities then I see the asset is on discount
I once bought the UI Menu Asset pack for mobile games. It was really necessary and made my game Tetros look much nicer. Although I didn't make a single Cent from this game it was worth the money. Maybe one day I fix the last problems/bugs with the game and try to make marketing for it. But currently I have another game idea I want to make a reality.
You time IS money. You could be programming or making art as a 2nd job. Make your decisions based on that kind of thinking so you don't abuse yourself and burn out by constantly working way too much.
Nice vid. Total spend for me so far is $400 and 4 months of my time. I spent about $300 on art for the steam capsule art and sprites. And of course $100 for the steam fee. I'm currently struggling to gather wishlists though so I fear that I won't even break even at this point.
What game are you making?
I spent about $237aud on my game. 137 putting it on steam and 100 for the music. it went on to make $2500
I can't see anything about your game in your channel, what's the name of your game?
@@flamart9703 bugTDX, I'll probably start posting videos on youtube soon.
I like your vids so much. I used to listen your videos (as some kind of podcast), when I on the way to work. :) In this way I can learn from your experiences and suggestions. :)
For my game I made everything myself and therefor I've only spent $100 on it (steam fee). It really helped that I were already experienced in making music and editing!
link?
i like watch devlog
Then make one
When is the right time to do a Devlog?
At the moment, I am leading a small team that is going to the Pre-Launch Phase to release mid-November with our upcoming game ‘Kthulhu Wants Me!’ and we are just started sorting out the promotional materials. The problem is, that our game is still in a blockout look that still doesn’t feel presentable. It makes it hard for me to do my first Devlog between as it takes a lot of my time at the weekends and I want to focus more on the development side as I feel like I am falling behind. I am finding a hard time to balance them and keep up with the workload.
What is your advice?
I'd say talk about your game all the time. Gameplay trailer is nice, but the expectations from trailers != expectations from devlog. Even though you have the 'work in progress' mark it's hard not to judge it as a 'that's how it's going to release more or less'.
The way I think about it is you want to have a vector of the development, not the snapshot of how it is at the moment.
My budget has always been $0 so I have had to spend my time hahaha. I have learned a lot!
Finished a game spending for the PGMMV engine and well the steam 100 bug. but time is also money❤.
We put over 600 hours into Dixie Ball. If you figure our team could have made $25 an hour doing anything else, that's over $15,000 in labor. We decided to make it free and open source, relying on donations. So far we haven't received a penny.
Why did you waste 600 hours making a game about rolling a racist ball around some boring rocks tho? Have you considered making a good game and not just whinging about cancel culture being the source of all your problems in your promotional material?
@@Lucretia_Rage Nice summary. I know this gets to political and off-topic, but otherwise every comment helps with the algorithm ^^'
I was pretty shocked about the "Trump gets rid of the liar swamp bullshit"
Trump is ass-kissing putin but blames others to sell america to china. How ironic
Racist ball 💀 @@Lucretia_Rage
I'm a guy just currently trying to learn an engine (Godot), but hope to make a full game out of it. I have not placed any money, but about 2 days worth of time over a 2 week period.
Currently trying to build the basics of a shmup, I have the character working and am planning on learning how to make enemies soon.
another banger upload
AWESOME VIDEO🤩 , I PUBLISHED A 11 WEEKS GAME AND GAINED 0.4$ WITH 0$ SPENT , IS THAT A SUCCESS 😂
Haha, seems like a success.
starting my first devlog at -1… then i get three first devlogs 😅
Yes! This is big brain time!
-T
Thanks for your video !
Nice thumbnail
What you pay for in game development is experience and time. You can easily make "a game" for free, but you'll be limited by your isolated experience and your finite time.
The cost of one's game, will only be as high as one needs it quickly and of a high quality.
You can pay for higher quality, in your own time...or in someone else's. But the cost will come from somewhere, just remember you cant earn more time.
Pick two things out of these three for every project. Time, Money or good. The third is the cost. A good game in short time will cost alot of money. Don’t spend any money and a good game will take alot of time. An asset flip is a good example of bad game made in a short time.
Hi, thank you for this.
Could you share with us where you got your music/sprite from? I know I can google some free sites, but what I'm curious about is your story. Maybe make a video of it so many people can learn also
Hi. During your development and publishing, is that crossed your mind to find a publisher? Could you create a video about it, why you need or don't need a publisher? What are the traps what you need to be careful? I heard some horror story about publishers which literally stole the game Intellectual property (IP) (and the developer had to buy its game IP back) or the company itself (for 10K asked 40% of the company(!).. not the game revenue) , even prohibited the developer to release its game because it did not crossed the publisher expectations in some way. So I heard that there is a lot scam regarding publishers. Could you clarify it in a video? Thank you in advance.
It's a pretty easy answer. We didn't work on our game full time. No publisher would fund a game where there is no full-time commitment from the team, as we couldn't guarantee availability, what if we suddenly got a busy period at our main job,...
This was also a problem for getting government grants really, if you can't show full-time commitment, a lot of people aren't interested.
There are also some other issues I have with publishers, but I'll get to those in a longer video at some point probably. -M
@@bitemegames Thank you for the quick answer. :) I will wait for the longer version which may touch the other problems / questions. :)
What would a 7-8/10 game be? What do you rate your game as a reference point?
You don't have to build what you exactly thought just release it when it's playable
Releasing a game on steam requires 100$ which is more than my budget what do I do?
Preferably work for it. If you dont want to work for it, Ask a friend, family or significant other.
Release on itch
There are other platforms than Steam that you can release on, but let's be honest: everyone who is not willing to spend the 100 bucks Steam fee is not that serious with their project. You can always work/ask for it.
you get it back from steam after revenue reach 1000😂
My plan is to release on itch for early access and/or demo. Then migrate to steam if it earned enough.
just 25 dollars for google developer license
starting your numbering at 0 is standard for devlogs, I imagine because most game devs are programmers and we start counting at 0. that doesn't make it dishonest by any means, in fact when I see a new devlog start at 1 I assume they are inexperienced.
Omg its shaun white the pro snowboarder
That's stupid
Don't bite me!
3:20 did not age well 😂
I don't really agree with the devlog thing.
You still need money to buy a computer that can be used for game dev. So no, 0$ is not a possibility.
yeah and you need money to buy food and water to power the person doing the development, and electricity to power the pc, and someone else to spend money ahead of time to make sure the person doing the dev is capable of reading and writing aand one could go on about the most obvious stuff there is
i came from future and unity is not for free now! and is worst than you think, run away from that engine