Well, not just me. Gonna start a blog about the experience and give info on download numbers. It's idiotically stressful thinking about the amount of time and money that went in to it. Especially seeing the current download numbers. I should have called it AngryFruitDrawNinjasWithTinyWingsPokéOfDutyTurismoForSpeedTris :/
(, Fri 18 May 2012, 13:40, Reply)
You've certainly chosen a genre with a lot of competition. (But as a keen gamer, I want to hug you just for MAKING a game)
(, Fri 18 May 2012, 13:46, Reply)
35,000 copies, I would take that as an Internet hug :)
(, Fri 18 May 2012, 13:49, Reply)
It's a rough biz, released a game myself a year or so ago. nice when you're in the charts but reality is that if you're not in the top 10-18 then they hardly make any money. Years of work for next to nothing.
I hope this game works out for you.
(, Fri 18 May 2012, 13:46, Reply)
I need to be seen by the big sites, sent about 700 sites the press release. I have no idea how long it takes them to read/act on it though.
(, Fri 18 May 2012, 13:51, Reply)
go to the forum and pimp it out there, they have a forum just for that.
(, Fri 18 May 2012, 13:53, Reply)
they can help as they have their feet in doors. they will take a percentage but it's something you have to weigh up.
(, Fri 18 May 2012, 14:01, Reply)
take insane ammount (35-50%), and the ones that take alot less are rubbish.
(, Fri 18 May 2012, 14:04, Reply)
but if we never got one, we wouldn't have got the feature or anything, so
it can be worth it.
(, Fri 18 May 2012, 14:07, Reply)
for some quirky little games that could be punted out pretty quick. Just need the money generated from this game to prop us up.
(, Fri 18 May 2012, 14:43, Reply)
whack out a few games.
(, Fri 18 May 2012, 15:49, Reply)
I'm trying to learn up on UDK at the moment to create a game or two I have ideas for.
Those are some awesome tools to use but it's a lot to learn.
(, Fri 18 May 2012, 13:52, Reply)
I've learnt there is alot of luck involved in making apps, the large mobile gaming sites get flooded with requests to feature games every day (biggest site in the uk gets about 150-300 a day)
Its frustrating that crap get featured and brilliant stuff gets ignored.
Ideally you will probably need about £10,000 for marketing alone.
(, Fri 18 May 2012, 13:59, Reply)
we had game of the week worldwide on itunes but even that didn't add up to a great deal. Not enough to live on for long split between 3 people.
I have a few things knocking around myself, in the process of getting some funding and finding a coder. If there are any here by the way, do get in touch.
I'm doing it because I've worked in games most my life and like making them. I wouldn't be doing it for the money because unless you can stay in the charts in itunes then it's hardly worth it. Android users pirate most games, other devices can't generate enough income to live on, blackberry is just about a dead duck before they even begin.
also, I've mostly worked with in house game engines, not tried any others, had a look at the UDK but seems like an awful ballache to learn.
Can anyone recommend any decent 2D engine?
(, Fri 18 May 2012, 13:59, Reply)
Not doing it for the money as I have a day job for that but a few quid towards the mortgage would be handy.
(, Fri 18 May 2012, 14:04, Reply)
but yes, that's the attitude to go with for sure, make something you thing is really cool. It really is all about luck I reckon. You just never know.
(, Fri 18 May 2012, 14:06, Reply)
all the cool cats at the speak easy are talking about?
(, Fri 18 May 2012, 14:13, Reply)
Also didn't want to be tied to one platform.
(, Fri 18 May 2012, 14:18, Reply)
with some of the 2d plugins. Builds for IOS/Android/PC/Mac/Web and xbox live arcade if you have the licence.
(, Fri 18 May 2012, 14:21, Reply)
UDKs free just need to give them a royalty if you earn over $50,000.
Nah UDK is my choice and i've just got to work at it.
I can't afford a 3d program to create content so learning blender.
Only thing i'm going to fork out on is a copy of photoshop elements.
(, Fri 18 May 2012, 14:34, Reply)
different to the commercial programs. So it might be hard to adapt if you ever decide to use one.
(, Fri 18 May 2012, 14:41, Reply)
The only reason why i'm paying for photoshop elements is that i've got over 20 years invested in that and can't get on with GIMP.
I'ld prefer to use Cinema4D as i've got a fair bit of experience but the cost is too high.
Solidworks would be by dream choice as it's what I use at work but thats silly money.
If you've got any suggestions for 3d modelers please let me know!
(, Fri 18 May 2012, 14:46, Reply)
Yeah the 3d software developers don't really factor in indie start ups when they are pricing up their goods.
3D modellers?, none off the top of my head I'm afraid.
(, Fri 18 May 2012, 14:56, Reply)
to make a game where you have an avatar living in your phone, and you can train it to improve stats and such, then battle others over bluetooth? Likesay, you're sitting on the bus and you scan around, seeing if anyone is up for the challenge, and if they are, beat them up? (I'm envisaging turn-based melee combat)
I reckon it would be a killer app (am I saying it right?)
(, Fri 18 May 2012, 14:47, Reply)
There some other things you would have to factor in like,
you would have to setup your own servers to hold everyone's stats and other err.. stuff.
(, Fri 18 May 2012, 14:53, Reply)
also, it should have a mugging theme, so if you beat someone you get to nick an item or two from them, so make it all about money and bling, pay real cash for the money, spend it on in game bling, then mug each other for it.
see, down wiv da kidz, me
(, Fri 18 May 2012, 15:09, Reply)
Focusing on UDK and WWise. Sooo so much to get used to.
(, Fri 18 May 2012, 14:00, Reply)
Im on android, but that is very impressive and I wish you success.
(, Fri 18 May 2012, 13:59, Reply)
Hopefully there will be an android version within a couple of months too.
(, Fri 18 May 2012, 14:09, Reply)
but most mobile games are ripoffs of other things anyway.
Good stuff - hope it sells well.
(, Fri 18 May 2012, 14:02, Reply)
looks like it's a pretty nifty game :oD I'd be interested in your blog about how it goes with downloads/revenue as well. I'm close to release of our (I say "our", I really mean "my") first Android game using AIR/Stage3D + nifty physics engine and am just starting to nose around the revenue options. Are you charging for it or is it freemium/ad supported?
The beauty of AIR is I should be able to target iOS fairly easily... with a bit of luck, and hopefully the revenue options are a bit more... mature... there
I'm not looking forward to the marketing aspect of the game... writing the bloomin thing's the easy bit (ish!)
(, Fri 18 May 2012, 15:39, Reply)
Yeah marketing in an arse ache, publishers might be the way to go if you find the right one.
(, Fri 18 May 2012, 17:01, Reply)