Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

  • Days Won


jbadams last won the day on December 8 2018

jbadams had the most liked content!

Community Reputation

26273 Excellent

About jbadams

  • Rank
    Staff & Senior Moderator

Personal Information

  • Role
    Game Designer
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. jbadams

    How many indie games are ever finished?

    People use a lot of different definitions of "indie" these days. A lot of people use a definition that includes any game where the creator is not beholden to a publisher. Personally, I like to draw a distinction between "indie" and "hobbyist". Under my personal definitions an "indie" is not beholden to a publisher, or at least has full creative control over their project and provides (or crowd sources) their own resources for development. But they're also a business-like professional. They likely have a proper registered business, and they do things like market research, testing, marketing, etc. They likely pay employees or contractors rather than relying on free help or revenue share. A "hobbyist" is people who are creating a game in their spare time with minimal resources and likely isn't doing all (or many of) the business-like activities listed above. The "shareware" terminology is a bit dated, but basically the distinction from Shareware Amateurs vs. Shareware Professionals. So, under these definitions, hobbyists are often the people who don't complete their projects. When they do complete them they are frequently lower quality projects that don't get a lot of plays or are not commercially successful. Sometimes they're not even aiming for commercial success - and that's absolutely fine! All that business-like stuff isn't for everyone. "Art games", "experimental games", "trash games", game jam entries, and all the other wonderful things that hobbyists produce have their own value. Using my definition of indie where development is professional and business-like activities are carried out, I would say most projects are at least completed, and a reasonable portion at least manage to break even or make a little profit. Sustainable success (which I think is what you're talking about) is, however, more rare. Huge break-out successes like Minecraft, Angry Birds, etc. are statistical outliers. I don't have the link handy right now, but there's a video of a presentation where someone looks at the % of Steam releases that earn over certain thresholds that may be illuminating.
  2. jbadams

    "Phase II"

    If you have something to say, actually say it - we're not having topics where you just post out-of-context music videos. ...and if the thing you have to say is another rambling wall of text about your amazing game designs, how unfair the industry supposedly is, or one of your "history lessons" I'll remind you to keep it to your blog rather than a forum where it's probably not on topic.
  3. jbadams

    GameDev - Dungeon Crawler Challenge - Part 1

    Interesting concept, like a sort of reverse dungeon crawl where you're trying to escape rather than raid the dungeon!
  4. We don't really have guidelines on how they "should" be used, but they're definitely not intended to be just for completed projects - although they certainly can be used for that. blog updates (and galleries!) integrate with the project pages so that you can automatically show recent updates on a Project page, which makes it perfect for a project in progress. Some ideas for things you can do with Project pages: - Use as a landing page for a game (or other related project) in progress where people can see updates, etc. on your progress. - Use as a press kit, to help show off your complete or near-complete project. - Use to help recruit for a project you can't complete alone. There is a basic comments section, although so far not people seem to be using them. Projects is a relatively new feature that we're still working on, so if you've got any feedback or ideas for it we'd love to hear them!
  5. jbadams

    The Team is Back, Hard at Work

    Lots of work going on!
  6. jbadams

    Blocking out first level - Game Demo

    Is your plan to fully detail this prototype section, or will you expand the game further before adding details and polish?
  7. jbadams

    Dev Log #4

    Count me in the same boat, I've found these interesting even though I don't have much worthwhile to comment!
  8. jbadams

    Bug Fixes 1

    Agreed with @A4L, even though I have nothing especially constructive to add, I enjoyed the walkthrough of all the changes!
  9. jbadams

    Noel's Hope - is alive!

    Looking good!
  10. Looking forward to seeing how those experiments turn out!
  11. jbadams

    Most Commonly Used Game Creation Software Here?

    I don't think we've ever formally surveyed such things, but from watching what pops up frequently I know we have a fair amount of "DIY" games/engines (frequently using C++, sometimes C#, or occasionally more exotic languages), plenty of Unity and Unreal users, some Godot and Urho3d users, and a few using tools like GameMaker and Construct. Some of the AAA devs use proprietary engines at their respective studios. SFML, SDL and (to a lesser extent) Allegro all used to be very popular but seem to be less commonly mentioned more recently. MonoGame gets a bit of usage too but seems to be a less frequent choice.
  12. At minimum, all of the ideas presented in your original post of this topic are unethical. Most (if not all) of them are also illegal in much of the world. We do not condone discrimination. We do not condone the creation or release of malicious code. We especially do not condone the spread of child pornography for any purpose. We are not allowing this discussion here, and I can only suggest you seek professional help with your issues and do not follow through with any of the ideas you have presented.
  13. jbadams

    Happy New Year from!

    Happy new year to all, looking forward to a great 2019!
  14. There are actually a lot of people here who will criticize Unity, but there's a difference between valid criticism and just bashing. A lot of the points in your previous post weren't accurate. Suggesting that all people who use Unity aren't "real developers" is just mean and unproductive. If you want help with rolling your own tech you'll find a lot of experienced people with valuable advice here. Bashing Unity isn't the way to find that help and support though. Just talk about your project, ask your questions, look for help, whatever. If you want to talk about the shortcomings of Unity accurately, you'll find plenty of supportive conversation for that too. Don't just bash it though: have an intelligent conversation, realize that some people using Unity are still good developers, and that sometimes Unity is the right answer, and criticize the genuine weaknesses rather than any use of the engine or its ecosystem.
  15. jbadams

    In Need of direction

    You probably don't want CryEngine. It's difficult to work with and not well supported. If you really want to try it out maybe look at Amazon Lumberyard, which is forked from CryEngine but includes some improvements and additions and will likely be better supported (but still isn't very popular). If it's important to you to be able to find help and examples I would probably stay away from both and use the more popular Unreal Engine instead.
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!