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Geek Culture / Dumbow and Cool Reviewed in PC Format!

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Drew Cameron
20
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Joined: 30th Jan 2004
Location: Scotland
Posted: 23rd Oct 2006 23:26
I do games dev mainly because I can. I have a love / hate thing for games dev as you may have gathered.

Quote: "Your first target should be to make a top class game, not make money."


I'm afraid it really has to be money first and Raven has hit the nail on the head. Money MUST come first now that I am getting cracking with life, "period".

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 24th Oct 2006 02:10
Quote: "(you tend to find that alot of the most successful indie titles were just experiments etc. and weren't designed with solely money in mind)"


Any proof of this? I've read a few, like Uplink, that weren't designed to make money per se, but not a lot.

By the way, money is NOT evil, and money/good game design don't have to be mutually exclusive. There IS such a thing as being passionate about a game idea *and* trying to pay the bills with it.

Bizar Guy
19
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Joined: 20th Apr 2005
Location: Bostonland
Posted: 24th Oct 2006 04:46
I view game making as an art form, so while I think it'd be great to make money at it, I hope I never have to do it for that reason alone. Same with drawing, but as my cartooning skills should make finding some sort of cartooning job extremely easy, I don't think I'll ever need to fall back on game programming, and cartooning is always fun. Even if my cartooning never gets past some local paper or magazine, it immediately gives me a combination of skills that practically no one else has... so I’ll hopefully be able to branch off into one of those if I have to.

And really, to make money game making, I think your games have to be pretty top class anyways. Being passionate about a game should make it even easier to make top class, and thus make more money off of.

@Drew, what you need to do is find one thing in game dev you do REALLY well, and exploit it. Make every game you make in that genre, so you can re-use and update your engine, and spend more time on actualy making the game really good. That seems to work for starwraith 3d games, and it should work for you too... And it looks like it's working for cash curtis as well, with the rpg engine he's built, but we'll have to see.

I'd say the two best things in D&C were the cinematics and the co-op play. Maybe you could expand on those somehow... I don't know, but finding a nitch is the way to go, preferably one that isn’t beaten to death by the big companies.

Oh! I just rememberd Time Ship. That was a great game as well. You could probably do well if you advanced that somehow…

Michael S
18
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Joined: 2nd Apr 2006
Location: Why do you ask?
Posted: 24th Oct 2006 05:02 Edited at: 24th Oct 2006 05:09
To Raven: I am interested in helping you with your experiment

Bizar Guy
19
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Location: Bostonland
Posted: 24th Oct 2006 05:04
Quote: "Whats that?"



Next you're going to ask what breasts are.

Michael S
18
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Joined: 2nd Apr 2006
Location: Why do you ask?
Posted: 24th Oct 2006 05:07 Edited at: 24th Oct 2006 05:09
Quote: "Next you're going to ask what breasts are."

No Biz, I've never heard of Bouncy Castles before though.

[EDIT] I just figured it out


Drew Cameron
20
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Joined: 30th Jan 2004
Location: Scotland
Posted: 24th Oct 2006 10:41 Edited at: 24th Oct 2006 10:42
Bizar Guy, you're exactly on the ball with the idea of developing a genre and engine.

I'm looking into a 2D platformer right now which I feel is a good idea for many reasons. Like I say, you'll all be seeing some more of me in WIP soon.

Quote: "Time Ship: You could probably do well if you advanced that somehow…"


I had that in mind too, yes.

Raven
19
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 24th Oct 2006 10:55
Alright Eureka, I'll let you know how you can help out soon.
Something I'm trying to figure out right now is a safe delivery system.

Intel Pentium-D 2.8GHz, 512MB DDR2 433, Ati Radeon X1600 Pro 256MB PCI-E, Windows Vista RC1 / XP Professional SP2
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 24th Oct 2006 11:22
It's the opposite pole for me, I work like a dog so that I can spend my spare time developing .

Really, I know Drew is concentrating on the negatives in that statement, but we all know it's not always the case, when you get something working in a game exactly how you'd like it's far better than bouncy castles.

It helps when you can earn decent money and not have to worry about it so much. But, my full time job is 7am till 3:30pm, writing databases and business applications - now that is boring, game dev in comparison is like a bouncy castle full of breasts . When your not earning decent money, that affects your free time, free time is only free if you can afford it. I think that once Drew is earning enough in his day job he'll feel differently about hobbyist game dev. With this stuff, it can't be most peoples full time job, money made from it has to be a bonus - to hell with dealing with serious deadlines and financial risk in a hobby, it just defeats the purpose.

''Stick that in your text and scroll it!.''
adr
21
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Joined: 21st May 2003
Location: Job Centre
Posted: 24th Oct 2006 11:24 Edited at: 24th Oct 2006 11:26
Quote: "game dev ... is like a bouncy castle full of breasts"


That's my new sig. See?

[center]
game dev ... is like a bouncy castle full of breasts - VanB
Crazy Fish Bait
18
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Joined: 5th Sep 2006
Location:
Posted: 22nd Dec 2006 09:51
Any publicity is good publicity! Well done Drew! I played the original Dumbo game, and D&C was awesome too! You should defo get this copyright protected, and approach real development companies and say "This is what I can do! Can I have a job?" as long as you got proof YOU made it, they might be able to give you a shot at a junior programmer or something. Even if it's something as silly as a minor job in tweaking the GUI of a program or something, you might get the job! If anyone can do it, you can dude!

Crazy Fish Bait
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 22nd Dec 2006 10:06
Congratualtions drew, dumbow & cool

I think more of these kinds of exposures might put a smile on your dial.

Just think of this way, your getting published for frreeeeeee, because someone thought your game was worthy of magazine space.

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 22nd Dec 2006 12:59
Hey Drew, if you're looking to earn some money, I think indie games is a bit of a gamble, I think it could be an idea to take your talent, develop it by taking a few courses or going to a university and get some industry based dev knowledge and try to get a job in it, for my indie game dev is only a hobby, same reason why people play sudoku (fun and to challenge thought), except it takes up much more of my time and costs more money to do.

Shame about not getting the amount of sales you had hoped, Dumbow and Cool was an awesome game, I can see it being a real kick in the balls there, but look on the bright side, as indi said:

Quote: "Just think of this way, your getting published for frreeeeeee, because someone thought your game was worthy of magazine space."


I know it doesn't pay, but I'd call it self satisfaction.

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
Flashing Blade
22
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Joined: 19th Oct 2002
Location: United Kingdom
Posted: 22nd Dec 2006 15:32
Hey Drew congrats that's a good review.

Last year I decided to make a shareware title and see what I made.
I did a bit of research and read some articles, including one article about Bookworm and how popcap games had sold over 1million games in a 5year period - at $20 a shot thats a nice 2nd income. I read an article from someone who was now a full time shareware author. He said the biggest mistake is that new authors write a program, get dissapointing sales and decide to move on to writing another project. Instead they should spend time investigating why downloads aren't turning to sales. And try to rectify it. I've read that a good target for games is between 1 and 2% convertion rates. Now there is a path between your customer saying "I'd like to buy this" and your customer actualy buying it. You've gotta make that path smooth and clear.

Anyway my game as been on sale for 13 months and I've had 5 sales.
I get about 40 downloads a day(I spent a lot of time submitting to shareware game sites) which makes over 15000 downloads in total so far, so my convertion rate is a pathetic 0.0003%. 90% of those downloads come from worldwide and my game is aimed at a British market (it's a British Fruit Machine simulator - and every 1 of my sales is from Britain). Well I've learned a lesson.
So I am working on a completely new project, but I am looking at how to increase my 0.0003% on my fruit machine game. I'm looking at ways to target a larger British audience. I'm also going to drop my price from £10 to £5.

Anyway Good Luck Drew, and those eight sales mean you can introduce yourself to young ladies in the pub as owner of an international software business, selling software titles around the globe.


The word "Gullible" cannot be found in any English Dictionary.
Kohaku
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Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 22nd Dec 2006 17:22
Ah sweet! Good job - it's a nice review.


You are not alone.
Peter H
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 22nd Dec 2006 17:27
did anybody notice the two month bump, or am i going mad?

One man, one lawnmower, plenty of angry groundhogs.
PowerSoft
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Joined: 10th Oct 2004
Location: United Kingdom
Posted: 23rd Dec 2006 10:37
No, it happened...

The Innuendo's, 4 Piece Indie Rock Band
http://theinnuendos.tk:::http://myspace.com/theinnuendosrock
Kohaku
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Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 23rd Dec 2006 20:14
I must be going mad. I don't remember seeing this post before, but it's clearly quite old.


You are not alone.
Xander
21
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 25th Dec 2006 03:19
Nice job Drew!

I'm on the exact same page as you with game development. I started it for fun, then decided I'd try to make money on it. I then got into college and didn't have time for it anymore, so I finished it up to try to sell it. Got it published by multiple companies, and made squat. I am not complaining, as I am still proud of my game and don't care if it makes any more money. I'm just saying that you're not alone in your situation. I even started a new game, but don't even have time to continue it, even though I really want to. Life took over.

Oh yeah, I forgot something. I'm selling my game through Plimus also. Two people bought it last Christmas. But that only amounts to under $40, and Plimus doesn't pay you unless it's at least $50. So Plimus has had my $40 for over a year now! That was really annoying at one point because I was flat broke, but I'm better now, so I just find it funny. I wonder if I'll ever get that money...

Xander Moser - Bolt Software - Firewall
Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 25th Dec 2006 03:43
Despite the bump- I have to say, Flashing Blade had a pretty intersting point. I felt myself agreeing with him alot, that's pretty smart IMO.

-Mansoor Siddiquie

Drew Cameron
20
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Joined: 30th Jan 2004
Location: Scotland
Posted: 25th Dec 2006 14:48
Not to fear fellow game developers, Drew has gotten some muscle and a hustle and he's gotten his second wind with games dev. I haven't given up on things just yet.

Crazy Ninja
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Location: Awesometon
Posted: 25th Dec 2006 16:31
Well thats great news Drew! Can't wait to see whatever you churn out.

Xander
21
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 25th Dec 2006 19:30
Woohoo! I knew you couldn't put it down forever. Glad to hear you're back into it, can't wait to see what it is.

Xander Moser - Bolt Software - Firewall

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