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pawelt
06-29-2003, 01:35 PM
First of all, hello everyone, this is my first post :)

I've just signed up and have a few questions. I've already read some faqs and articles on shareware game development, especially those on dexterity (btw. great articles Steve, really educational and motivating), so I know "something". However, I'd be glad to get some guidelines from people already "inside". So my questions are:

1) Despite I never coded any game, I consider myself as an average programmer. I think I could manage to create a shareware game, from the technical (programming) point of view. I also have some idea for nice, simple game.

Is that enough to start some detailed design work and coding? Or maybe I should get some "a must read" books/articles about shareware game programming basics? Are there any specific topics that I should familiarize myself with before I get started?

2) What is the average time span of a shareware game production (excepting upgrades/updates stage)? I know that it depends on many factors, but I'd just like to know if it's the same as in case of commercial titles (I hope not :)), or maybe 2 months, 6 months? How long does it take you to create a new game?

3) Do you think that the fact that I live in Poland (in EU since May 2004 :)) could be an issue? I can set up my own, small business, this is not a problem, but... I don't know european market, to pass over the american one in silence. Maybe I'll reformulate the question - would I have a better chance of succeeding if I lived, for example, in States?

I hope that this is right forum for such questions.

P.S. Please excuse me my "polish english" :)

svero
06-29-2003, 02:02 PM
>Is that enough to start some detailed design work and coding?
>Or maybe I should get some "a must read" books/articles about
>shareware game programming basics? Are there any specific
>topics that I should familiarize myself with before I get started?

I think it really depends what platform you're using to develop the game (ie c++, blitzbasic etc...) and what your game design is. Someone who's never written a game before but has done some programming of say, database utilities, would probably have a hard time turning out some nice optimized graphics. I'd say the key here is to keep your first game simple, and then to familiarize yourself with something like DirectX. I'd even recommend using something like blitzbasic for your first game as it will simplify a lot of the things you might have trouble with and it's a nice platform.

>What is the average time span of a shareware game roduction
>(excepting upgrades/updates stage)? I know that it depends on
>many factors, but I'd just like to know if it's the same as in case
>of commercial titles (I hope not ), or maybe 2 months, 6
>months? How long does it take you to create a new game?

Well our games usually take 3-6 months to develop, starting with a 2D graphics engine that we already have. Without it I'd say 6-9 months if you consider building specific routines for that game. It depends how ambitious the game is though. One of our titles has been in development for almost a year now, but that's the longest we've worked on a single title. I think in your case you should decide how much time you want to spend and then try to design somehting you think you can complete in that time, rather than the other way around.

>Do you think that the fact that I live in Poland (in EU since May
>2004 ) could be an issue? I can set up my own, small business,
>this is not a problem, but... I don't know european market, to
>pass over the american one in silence. Maybe I'll reformulate the
>question - would I have a better chance of succeeding if I lived,
>for example, in States?

I don't think it matters where you live so long as the country you're in doesn't place some kind of restriction on operating a business that sells on the internet. I think the real key is how good your games are. I've noticed there are sometimes hassles outside of the US like certain payment companies are harder to work with and demand more delays before paying you, or maybe paypal isn't available etc.... but these are minor things in the big picture, and can be worked around. I'm not sure what the case is for Poland, but if the cost of living is less than the US you might actually have an advantage.

pawelt
06-29-2003, 05:34 PM
> I think it really depends what platform you're using (...)

Well, I am using C++ and Direct3D. Till now I wrote some easy things like skeletal animation, bump mapping etc. Besides I wrote some database programs, some network programs, and... tetris (but I think tetris doesn't count :)). I also code in Java, a bit C#, a bit Delphi and a few scripting languages. I think, from the programming skill point of view, I can manage...

> Well our games usually take 3-6 months to develop (...)

That's what I was hoping to hear :)

> in your case you should decide how much time you want to
> spend and then try to design somehting you think you can
> complete in that time, rather than the other way around.

Interesting approach, I never thought of writing anything in that way. By saying "in your case" you mean my programming skills, or that I am beginning my indie expirience?
I think I will set some deadline for my first project anyway. It should be a good test for my planning skills :). Thanks for good idea.

> I think the real key is how good your games are

And probably this is usually the biggest problem ;)

> I'm not sure what the case is for Poland, but if the cost of living
> is less than the US you might actually have an advantage.

I've heard (from my friend that've been to US last year) that costs of living are a bit lower than in the US. However, I'm not sure about "internet costs", like PayPal and other stuff. I'll have to do some reconnaissance.

Thx very much for replay. Things are looking more and more optimistic :).

svero
06-29-2003, 05:56 PM
Interesting approach, I never thought of writing anything in that way. By saying "in your case" you mean my programming skills, or that I am beginning my indie expirience?

Both really. I'm saying since this is your first game I recommend you set a reasonable goal for yourself and a reasonable timeframe within which to complete it. Your first game out the gate needn't necessarily be something very ambitious. + you'll have to go through the whole marketing and web learning process if you plan to sell it yourself. Not sure if you really want to be learning that side of the business with an ambitious project. Might be good to just get your feet wet first with a simpler game and then when you're more confident move on to something a little bigger.

> I think the real key is how good your games are
>And probably this is usually the biggest problem ;)

I think the biggest problem for most indie developers is really marketing and not so much development. It's probably about 1/2 1/2 -- Making a good game is the first step, but then if nobody tries it... There's probably quite a few great games that make very little money because they can't reach enough of an audience. That's Especially true when you're just starting out and you have no customer base and no traffic at your site. I kind of see the first release of any new game as step 1. From that point forward if you're really commited you should be refining the game to get the most out of it you can. Most of my titles go through a few versions before they sell well. Releasing successive versions also has the benefit of placing your game back in the limelight for a small period of time after the new release.

- Steve

pawelt
06-30-2003, 08:41 AM
Thanks for advice. I'll probably start with something really simple, and maybe freeware insted of shareware. As for marketing... well, I have a long way to go :)

ggambett
06-30-2003, 08:52 AM
Making a good game is the first step, but then if nobody tries it... There's probably quite a few great games that make very little money because they can't reach enough of an audience. That's Especially true when you're just starting out and you have no customer base and no traffic at your site
Related question - most download sites I submitted PegSweeper to, require you to include a direct download URL, pointing to a ZIP or EXE file. Yes, they also include links to the "more info" pages and the main site pages, but most people just download the game after looking at the description & screenshot in the download site, thus never visiting my site.

What can be done to increase traffic to your site?

svero
06-30-2003, 04:49 PM
Originally posted by ggambett
Related question - most download sites I submitted PegSweeper to, require you to include a direct download URL, pointing to a ZIP or EXE file. Yes, they also include links to the "more info" pages and the main site pages, but most people just download the game after looking at the description & screenshot in the download site, thus never visiting my site.

What can be done to increase traffic to your site?

Well there are tons of things. It's a pretty broad question. Some suggestions...

1) target some keywords and get traffic from search engines

2) advertise your site. Pay per click. or banner ads etc... While these won't always pay for themselves in teh shrort term they have long term benefits.

3) Include a "try our other games" button somewhere in the demo which directs users to your site

4) Include a free hints button in the demo which sends people to your site looking for level solutions or hints

5) Issue a monthly newsletter with benefits for people that subscribe like free level add-ons or contests etc...

6) Add related pages to your site that people might visit. For instance dexterity has the forums, a how to download page, and many articles like the recently added indie faq.


- Steve