In an effort to stay transparent and show you other dreamers what I'm going through and what start-up costs are before you even make a dime, I decided to share a short blog on what I've done so far.
Like I said the aim was to start part time make games for HTML5 mobile devices, which is played via web browsers. I'm focusing my development, to ensure I cut time costs while I only have about 8 hours a week maximum time to work on this endeavor.
I already made the mistake of making a unique game, a derivative of the tower defense genre, instead of copy and pasting a known recipe, but replacing it with different graphics. However, I did save on costs and time by using already made free to use and sell graphics. Make sure that you are allowed to do this first, in this case the awesome author of The Lost Garden allows for this under his published licence.
So things has really started out slower than I hoped, but today I'm making progress again and want to share it with you. I thought by this time I will already have sold a game and then only blog everything of the process. But my game is about 60% complete only functionally, since family and my day to day job took priority. I really recommend that you put in leave to make the final grind to finish and polish a game, instead my family decided I must spend it with them. Well this is extra motivation for me to put in hours after a work day to also enjoy the vacation with them.
To save time I researched what others have done in 2012 to be successful and in this way also purchase an ebook and my game making software as well as some extra java code to extend the GMS (Game Maker Studio) mobile device display and orientation functionality. I also networked, until I found a graphics designer locally whom helped me with the BIG (Boysano Indie Gaming) branding graphics. These type of artists have a different skill-set than that of game animation artists, and I learned that you have to find both types of artists in your resource list. Note my strategy is to outsource game assets, and use software I purchase, while I program and market the games myself. This is the only way you can do this part time. Use other people's time and other peoples skills. In future if my games sell, I will recoup my start-up costs and reinvest 100% in new game assets (graphics, etc.).
The costs for starting up so far: (assuming you do not pay extra for time and internet costs)
1. Software: GMS + HTML5 module on special offer = $ 150
2. Code: java extension for GMS = $ 60
3. Ebook on making money in 2012 with HTML5 = $ 20
4. Brand graphics = $ 37.5
5. Avatar and more brand graphics = $ 25
5. Blogger, Facebook, google+, forums websites and marketing = $ 0 (yes its free to market)
Total start-up costs: $ 292.5
(Note: I already had an iPhone 4 and iPad 3 to test my game on, you may need to buy these as well, or borrow a friends. But while I would recommend buying it when you can, since you must test your games, I do not recommend buying this when you are not sure you can even sell a game, prove this to yourself first!)
It's safe to say you need at least $ 300 to start 'making money by selling games', and a typical HTML5 game will fetch $ 300 - $ 400 per publisher at non-exclusive licence when you sell it. So if you sell your first game, then you can break even and then the more you sell the more profit. Assuming you sell your game to 3 publishers, if it is good enough. Then you have paid back start-up costs (aka risk = zero), $ 300 available to re-invest in a double as good new game for graphics, and another $ 300 to spend or as profit. This is basically one of my strategies.
So note that leaving your job until you have not sold at least 3 games, or your first game 3 times is not recommended. And in time you should build a business which grows and reinvests its own resources and previous successes in other for later months to repay the investment of the start-up phase.
BUT, the best thing is to start and hone your skills and grow yourself. That is why I do this, it is fun!!
Remember 'success breeds success' and is a great motivator...
Saturday, 16 February 2013
Saturday, 22 December 2012
Free graphics is the way to start as HTML5 dev
Since I'm a programming developer and not a sound or graphics artists, I realized that in order to start completing games you have to put your pride in your pocket and accept help where you can find it.
So I did some research to find where I can get graphics for games, and still be allowed to sell them commercially, use it in many different small game formats for HTML5. Where it is important not to use to much large sprites, since games must be small to run fast in browsers.
I found this man, who is doing us an excellent service by releasing his well organised and themed graphics sets so that we may better the world with new games, even if we want to sell them. He only requires that you refer to him for credit and not to clone his games made with the same graphics, which is so little to ask.
Please make sure to read his licensing blog post, before you use his art.
His website: http://www.lostgarden.com/
I will be making my first games with these graphics for HTML5, give him credit, and see if I can sell it.
Then if it works I can reinvest that money to commission graphic artists and build my own game dev assets base, and repeat the process.
If this works then you will know how it is possible.
There are other free graphics sites, like http://www.opengameart.org, but you will find it is difficult to get a set of sprites that work well together and in multiple different game formats. Make sure to read and use their licensing terms correctly.
I do not condone stealing or plagiarism.
But I do agree with Daniel Cook, from Lost Garden, that we should share and give credit to the individual for creation of game assets, and not allow it to go lost in history due to large companies only paying them a salary for their efforts.
Viva Indie Gaming!!
So I did some research to find where I can get graphics for games, and still be allowed to sell them commercially, use it in many different small game formats for HTML5. Where it is important not to use to much large sprites, since games must be small to run fast in browsers.
I found this man, who is doing us an excellent service by releasing his well organised and themed graphics sets so that we may better the world with new games, even if we want to sell them. He only requires that you refer to him for credit and not to clone his games made with the same graphics, which is so little to ask.
Please make sure to read his licensing blog post, before you use his art.
His website: http://www.lostgarden.com/
I will be making my first games with these graphics for HTML5, give him credit, and see if I can sell it.
Then if it works I can reinvest that money to commission graphic artists and build my own game dev assets base, and repeat the process.
If this works then you will know how it is possible.
There are other free graphics sites, like http://www.opengameart.org, but you will find it is difficult to get a set of sprites that work well together and in multiple different game formats. Make sure to read and use their licensing terms correctly.
I do not condone stealing or plagiarism.
But I do agree with Daniel Cook, from Lost Garden, that we should share and give credit to the individual for creation of game assets, and not allow it to go lost in history due to large companies only paying them a salary for their efforts.
Viva Indie Gaming!!
Friday, 21 December 2012
rotMG an excellent indie game example, but...
I stumbled on rotMG aka "realm of the Mad God" online browser game, which is a great example of how Indie gamer devs can innovate to make fun and fantastic games with minimal graphical complexity.
It is also a good experiment showing that if a game is fun, fast and rewarding to the player it doesn't need fancy graphics. This game is an 8Bit (with some clever black outlining and shade effects) design. A player can create a free account, and immediately start playing when its loaded in the browser. It takes about 5 minutes to load in the browser, then from there the game runs smooth. Free to play model, with in game gold purchase with real money, which you then can use to buy equipment and buffs, etc. But the game doesn't unbalance which would create a Pay to Win model. This is a clever move by the developers.
Unfortunately it is a shame how many people now are taking advantage of this open and popular free game, by monetizing it before the developers can do it themselves. Unbeknownst the developers created an excellent market for gold farmers to earn real money by not allowing ingame sales of items and free accounts, and thus cut into the profits of the game itself, which is a shame. If the developers can access these profits, and cut out the farmers then it would be so much more successful and rewarding for the player in the long run if reinvested. Also, the game is a hardcore game in the sense that if you character dies, it loses its items and permanently dies, and you must restart it. This creates even more demand for gear and farmed items. Luckily they reward you with a honor system if you die, and as you reach higher levels you unlock other character classes. The developers should think fast on how to expand their monetizing model, and have a look at what the farmers are doing and just do it themselves but better. Farmers may yet turn this into a Pay to Win game...unfortunately.
Another inspiring idea, is that the developers allow players to create their own 8Bit sprites for the game, with a web browser pixel editor. Unfortunately you can place this content in the game itself yet. Actually it would be great if the developers where to share this tool with other indie devs, since it automatically outlines the sprites with black thin lines and adds a shade all around it, making it immediately usable in game, and always matching the game world graphics with no effort.
It is an action pact shootup up style game, but with gear and loot and theme from classic fantasy rpg style games, but much more fast paced. Truly an amazing game and I will recommend it to any game fan, especially indie gamer's.
Here is the link:
rotMG
It is also a good experiment showing that if a game is fun, fast and rewarding to the player it doesn't need fancy graphics. This game is an 8Bit (with some clever black outlining and shade effects) design. A player can create a free account, and immediately start playing when its loaded in the browser. It takes about 5 minutes to load in the browser, then from there the game runs smooth. Free to play model, with in game gold purchase with real money, which you then can use to buy equipment and buffs, etc. But the game doesn't unbalance which would create a Pay to Win model. This is a clever move by the developers.
Unfortunately it is a shame how many people now are taking advantage of this open and popular free game, by monetizing it before the developers can do it themselves. Unbeknownst the developers created an excellent market for gold farmers to earn real money by not allowing ingame sales of items and free accounts, and thus cut into the profits of the game itself, which is a shame. If the developers can access these profits, and cut out the farmers then it would be so much more successful and rewarding for the player in the long run if reinvested. Also, the game is a hardcore game in the sense that if you character dies, it loses its items and permanently dies, and you must restart it. This creates even more demand for gear and farmed items. Luckily they reward you with a honor system if you die, and as you reach higher levels you unlock other character classes. The developers should think fast on how to expand their monetizing model, and have a look at what the farmers are doing and just do it themselves but better. Farmers may yet turn this into a Pay to Win game...unfortunately.
Another inspiring idea, is that the developers allow players to create their own 8Bit sprites for the game, with a web browser pixel editor. Unfortunately you can place this content in the game itself yet. Actually it would be great if the developers where to share this tool with other indie devs, since it automatically outlines the sprites with black thin lines and adds a shade all around it, making it immediately usable in game, and always matching the game world graphics with no effort.
It is an action pact shootup up style game, but with gear and loot and theme from classic fantasy rpg style games, but much more fast paced. Truly an amazing game and I will recommend it to any game fan, especially indie gamer's.
Here is the link:
rotMG
Tuesday, 4 December 2012
buldersgate 1 redone
I'm really excited about the new remakes of the classic Baldur's Gate 1 game!!
Saw it today on my good friends wide screen pc, and it looks amazing. The game is basically a carbon copy and now works on modern PCs.
We can now finally indulge in this epic adventure which is especially good news to those who couldnt afford it as kids back in the 90's.
Support them and soon we may just yet see a Baldurs Gate 3 from this kickstarter project.
Till next time my passionate indie gamer friends enjoy your festive season.
Saw it today on my good friends wide screen pc, and it looks amazing. The game is basically a carbon copy and now works on modern PCs.
We can now finally indulge in this epic adventure which is especially good news to those who couldnt afford it as kids back in the 90's.
Support them and soon we may just yet see a Baldurs Gate 3 from this kickstarter project.
Till next time my passionate indie gamer friends enjoy your festive season.
Wednesday, 28 November 2012
What games i will focus on for fy13
So according to trends puzzle games are the most popular and thus I will focus on smaller proven games like this. It is also noted that shooters is 2nd like Invaders and sport games the least popular.
The idea is to take proven small games, with lots of scalability in terms of levels or rooms and in this way offer the player more content or playing hours instead of wasting resources on new content.
But i will also add value by improving the proven puzzle games via unique graphics or playstyle or bonus or achievements...
The idea is to take proven small games, with lots of scalability in terms of levels or rooms and in this way offer the player more content or playing hours instead of wasting resources on new content.
But i will also add value by improving the proven puzzle games via unique graphics or playstyle or bonus or achievements...
Saturday, 24 November 2012
HTML5 games here I come...
So yoyogames.com is offering a crazy special of only $50 for pro GameMaker Studio plus the HTML5 compile module this month from today!
I just purchased it as well. Whoot!
Now I'm closer to my goal to start making web games for cash in 2013 part time...
I just purchased it as well. Whoot!
Now I'm closer to my goal to start making web games for cash in 2013 part time...
Friday, 16 November 2012
Hi
As a start to my goals for 2013 to publish a few games (which I make part time) with game maker studio software, I decided to start a blog so the community of Indie Gamers can get to know me and follow my rants.
Actually I already started to chat about it on my facebook page, I still need to decide which blog spot is the best. Until then you can read about me at www.facebook.com/BoysanoIndieGaming or also at www.gamejolt.com/Boysano.
At the moment my facebook page has the most posts.
If it is easier to feed post from this blogger account to the others then I will mainly use this.
Until then have a blast playing games!
Blessings,
Boysano
from warm and rainy South Africa
Actually I already started to chat about it on my facebook page, I still need to decide which blog spot is the best. Until then you can read about me at www.facebook.com/BoysanoIndieGaming or also at www.gamejolt.com/Boysano.
At the moment my facebook page has the most posts.
If it is easier to feed post from this blogger account to the others then I will mainly use this.
Until then have a blast playing games!
Blessings,
Boysano
from warm and rainy South Africa
Subscribe to:
Posts (Atom)