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Found 7 results

  1. I just had a thought, and I don't know how I feel about it ethically. Right, so imagine a free game. Good game, you play the game, it's a fun game. But, you can buy DLC. We'll say there are 4 expansion packs (picture Blood and Wine, Hearts of Stone, etc). In each of these is a thing you can find, like a secret key. If you get all 4 keys, then you can unlock a secret expansion pack. And it wouldn't be advertised anywhere. It would be a total secret (until the internet grabs a hold of it of course). Kind of acts as a little gift to the people who supported the game from the original through all the DLC. Naturally I can see people getting mad at it, but I feel like this would be a pretty cool thing to do. What do you guys think?
  2. I was testing some android indie games (showcase) that came out this month on google play and there is one game which made a strong impression on me. That game was labeled as "family friendly", and after playing one segment of game one must-watch ad pop up, and it was very uncomfortable for me to watch. I don't want it to be disgusting while describing it, so I'll describe it like half naked(to put it mildly) "girl" which calls user to action of obscenity which is at least not for little kids , just to mention again it's family friendly game and ad was must-watch (the game was the simplest possible (arcade)) Also I remember in the past there was similar ads like experience of adultery(ads for story games, like you are wife and then needs to find you husband kissing other woman(that is in ad))... I know the game is non-popular so it's "just put first ad system you can find and you will have monetization in game" and it's labeled family friendly because of developer thought that ads don't count or simply didn't knew it, so I can't blame it. And my question is: Are there 100% safe ads(for mobile games) which at least don't have those things or I'll have to satisfy me with In-app purchases or to make paid game.
  3. Hello all and welcome to 31st Dev Diary for Project Taival! This weeks subjects are; Starting to make a mini-game as a tutorial on Godot Engine. Preparing for gathering funding for the project. The Mini in a Game This last week has been more productive in a concrete way, than many before it. Don't get me wrong, I have done brain storming all the time in anticipation of things finally working out with the After Effects, but no luck on that front still - I wish there was some app that you could load your After effects project as is and you could render your work using your GPU with all the effects that the CINEMA 4D plugin enables in the After Effects. If you know of any, give me a holler on the comments below. I started doing this tutorial series on YouTube, which was quite efficient at explaining the basics of simple 3D rules and basic GScript coding to make the example stage function. It takes only about an hour or less to complete the whole tutorial, after which I started making a mini-game using and modifying the scripts used i the tutorial. Here is the result so far; The idea is to make a Pong style, simple ball game with a twist and after that a simple football (soccer) game. The character moves, the ball rolls, but I still need to figure out some things to make it function properly. Luckily, Godot has a comprehensive and easy to use documentation built within Godot, which helps look up different commands and methods. I still have much to learn about GScript, so hopefully it's not too difficult. Funding the Project Other than making a Patreon account, I found out that you can use this Basic Attention Token -system in your YouTube, Reddit and Twitch channels, so that people can tip you with BAT -tokens, if they like your work or would like to support your efforts. To use this system, you need to download Brave browser and register as a creator on their site. After that they will guide you through the process, as you need to verify your identity to be able to take tips in the form of BAT tokens, or you can convert all your tips straight to Euros or US Dollars. The BAT system is still on it's early stages, but it is the first step to help bring a new and better, much less invasive and more secure way to advertise and tip your favorite content creators. Brave Browser is being developed by the co-founder of the Mozilla project and creator of JavaScript, Brendan Eich. Those who decide to start using the Brave Browser regularly through my referral link, Brave will pay me 5 USD worth of BAT, which helps me, without you needing to pay anything. In turn, you can have your own referral links for you to earn more, just by using Brave browser. US customers are among the luckiest though, as just the US residents (to my knowledge) can get paid just by watching commercials on YouTube, for example or adds in general on any page. Some people have said, that by watching YouTube the whole day, they earned close to 40 USD worth of BAT tokens a day. Remember, if Cryptocurrencies are not your thing, you can have the payment in USD or EUR also. Alternatively, the Brave browser comes with a built in add blocker and script blocker, which can be easily set off permanently, if you don't like them. The Tipping functionality has been built in to the browser as well, making it a breeze to use, once set up correctly. I still intend to use Patreon as a funding channel, as it might take even longer for the BAT Tips to start flowing, as it is such a young system at this point. Which brings me to the last topic; planning my Patreon page. I have been designing my Tier graphics and names for the tier and I will most likely just describe the Tiers as precious metals, as those are universal in every major culture. I have also modeled an octagonal star, that will be part of the design. I have been thinking what could be an appropriate approach to introducing and tell something about myself. I'm still not sure, where the line with too much honesty goes, as I have already been publicly saying, that at an earlier point in my life, I have suffered from depression for a large portion of my life and open up the issue of mental health in general in my draft text quite a lot. I'm also planning to make a pledge, to donate 50% of all the income made from my games and donations that go over 2000 euros, for mental Health Research and Care, and/or Suicide prevention, as that is a topic that should be taken more seriously, as depression and anxiety disorders are getting more common around the world, and WHO estimates, that 50% of these mental problems go un-diagnosed in Europe alone. Either due to peer pressure to not slow down "or you will loose your standing on job markets", or like most of the times, people don't always know that they are depressed. Too many still thinks that depression is a myth and that the real reason is poor motivation or a weak mind, labeling depression as a hypochondria of a weak mind. If you have any suggestions on that or any other matter, please feel free to comment. I have also updated my reddit channel, as I finally created a sub-reddit for Project Taival here; https://www.reddit.com/r/ProjectTaival/ Thank you for tuning in and I'll see you on the next one! You can check out every possible mid week announcements about the project on these official channels; • YouTube • Facebook • Twitter • Discord • Reddit • Pinterest • SoundCloud • LinkedIn •
  4. Hi guys. So in past few weeks I've been researching an alternative business models on Steam (but not only). ===The Subject=== As we all know - the golden age of steam is long gone. But after recent Summer Sale fiasco... things went even worse. So now, we got waves of shitty games, game profile features perma-limited (trading cards, achievements and such), visibility rounds nerfed and now - storefront-wide sale stopped being that time of the year when we earn a fair extra. So I've started looking for another way and came upon Doki Doki Literature Club. The game is freeware but has a $9.99 'Thank you' DLC. That DLC doesn't add a lot to the game - its most showcased and used as a way for the players who enjoyed the game to actually support the developer for giving them the game for free. And to my utmost surprise - there was a lot of people who actually bought that optional DLC and wanted to express their support and gratitude with their wallets. Now, as Doki Doki is a typical viral example - I started looking for other games who followed Doki Doki's lead and it appears it does work - but of course not always, not with just any games and it doesn't bank as high as Doki Doki's viral case. ===PROs and CONs=== + HUGE natural reach thx to non-existent entry curve (we are talking millions of players) + no refunds (you can't refund DLCs and the base game is free) + Higher % of positive reviews (its kind a harder for people to bash something they had been given for FREE) + Massive Good PR + Bigger media/streamers/letsplayers coverage + No WL grinding before the release + Could be used as groundwork for your next - paid project. - No chance for Trading Cards - No chance for landing on frontpage - 'Leap of Faith' in terms of monetary viability (as the players are not charged for playing and the game must be truly captivating to push them into willingly purchasing a 100% optional DLC, which is borderline donation at this point) - Due to no guarantied revenue - the game design and genre is limited (no online/MMO) - Impossible to spread the awareness of your game by selling Steam Keys on other storefronts as the game is... umm, well - freeware? o.o === My take === In perfect world - this would be THE model. As you know - we are artists. And the dream of any artist is for his/her creation to reach as many players as possible. And when some money actually rolls in - you know you earned it. Less steam-natural toxicity, butthurtness and hairs going bald or white due to refunds or some freaks review bombing your game. PS: Keep in mind this model makes any sense only on Steam - where it will have a massive organic reach. Doing the same on some 'flashportal' defeats the purpose as there - you are just another one, out of many. Where on steam - you'll be one of few. === The Question === Seriously - this route is 'as indie as you can get'. But we all need to eat, pay bills and perhaps not be homeless lol. Any of you went this route? Could you share your take on this? maybe some data? Anyone-anything?
  5. Hello, at first I would like to say I’m a newbie, this data is just my personal data from my games, it’s not a study of a market or something like that. Before I was releasing games only on Android, but just like 1–1.5 month ago I had released my last game “Fisherman” on IOS. To be honest I Was ready for fail (IOS version got a lot less promotion than my release on Android). Before I was not releasing games for IOS because of cost (license, devices, etc). I got ~1.48k total downloads , 189 in one day (highest), for me it’s nice, I mean, I was thinking, I won’t even pass 100. Fisherman Downloads Download Countries If we come to earnings it was $27.58 from Chartboost ads (full screen) and $14.18 from Unity Ads (reward video). Comparing IOS to Android, IOS got a lot higher earnings. On Chartboost ECPM (for Fisherman) it’s $6.30 for IOS and $1.50 for Android, so the difference is huge. I think it’s because CTR is 11.63% on IOS and 3.21% on Android. If we look at Chartboost earnings with ~5k downloads I got $38.71 earnings on Android and $27.58 on IOS (with 1.48k downloads). “Fisherman” is free to play game, no IAP, only reward videos and full screen ad (1x per ~7 minutes + players need to reach certain game level to see it). My total cost of releasing a game on IOS was ~$185 (port from Android → IOS), total earnings are $41.76 (IOS) (not withdrawable + I need to deduce tax from that cash). Like I said before, I was not releasing on IOS because costs (dev license cost ~$100 per year, when on Google it’s $25 per lifetime) + for developing on IOS you need MAC device. I just wanted to check out, how releasing games on IOS looks like. To be honest I must say that it’s a lot easier to promote the game on IOS than on Android + it’s easier to get organic downloads, earnings on IOS are a lot better. Device Type A lot of people ask how does the apple review work, to be honest, I was releasing a total of 3 games on IOS. Expect “Fisherman” game I was releasing “Mirkowanie” and “Casual Tree”. Casual tree earned ~$0.7 (47 downloads), Mirkowanie earned $0.07 (60 downloads). I’m using Unity, so I had to set few things on XCode (I had to edit info.plist, add few frameworks, add capability, and some other things). The process was easy and fast. I had been just suppressed by “Encryption Export Compliance” question, I don’t use any cryptography, but even if app use HTTPS or SSL connection I had to check “YES” (so if app got ads or use GameCenter, some API, we need to check “yes”). After It, I got 3 of my games rejected by Apple (description was suggesting, that players can get real cash, to be honest, I never had that purpose, I had change description, I got rejected again, then I had again changed description, then 2 of my 3 games got accepted. For the 3rd game I had to appeal (It got rejected because it was similar to others), after a few days my 3rd game got accepted. Download types I know what is Reddit and TouchAracde, iosgods is linking to “hacked” version of my game (with high cash), to be honest I don’t got problem with it, it’s extra promotion. Check out my game: IOS Google Play Amazon Store And my social media: Facebook Twitter e-mail newsletter Now I’m working on Yerba Mate tycoon game for Steam, I take a break from Mobile markets ;P Not sure if this data is useful for any1. Also, it don’t mean that you won’t earn cash from your game/app because, I didn’t earn it (there are games/apps which earn cash, and there are apps/games that don’t, it’s normal). Feel free to ask questions. Threat this post as a “curiosity” :-} Earnings and stats from my other games
  6. How are you planning on making money with your app? Here's an extended list of the ways you can make money through your app and what that means for the players. There are a lot of different ways to think about making money from your app, and a lot of articles you can read about it. (Including our own recent article on monetization strategies. It’s a rich subject, and a really important one for anyone who’s thinking about making a game, app or piece of software. Because there are so many terms used to describe the different models, we wanted to provide a brief rundown on the various different models. Read more
  7. Hello, I have an idea for a game: It would be just like a traditional Real-Time Strategy game, but with a twist: the user is given the ability to write AI for their units. There would be a a development mode of the game where you could access basic unit functionality (like move here, move there, attack, etc.), and basic information (like type and position of enemy units you have detected), and write your own AI. I think this would be really cool , both for people who already know how to code, and for people just starting to learn. It occurs to me that it would be waaaay easier for me to modify an existing open source game to add this functionality than it would be for me to write my own RTS game from stratch. Like probably the difference between me being able to do it and not (I am doing this on the side of my day job). However, I think it would be cool to at least try to make money from this game. So I was looking into licensing, and it looks like almost all open source games are released under the GNU GPL license, meaning that they are legal to modify and redistribute, even for money, provided that the mod is also released under GNU GPL, and provides the source code. This makes sense, but it of course makes it difficult to make money selling a game, because anyone who buys it can then redistribute it for free if they choose. I also read about the GNU Limited GPL (LGPL), which looks like closer to what I want--open source stuff that can be included in proprietary works. You don't have to provide the source code for your modification. It looks like you have to clearly separate your work from the LGPL work by using them as dynamically linked libraries, or something like that. I'm not sure how technologically viable that is for my idea yet. I tried to find RTS games made with this license. I might have found one (Evolution RTS: https://github.com/EvolutionRTS/Evolution-RTS/blob/master/license.txt), but it's ambiguous, and I'm unsure. Generally though, it seems like LGPL might be more of a thing for tools like game engines rather than whole games. One idea I have is to modify a regular GPL game, then host it with servers for competitive play on some site like steam. I of course wouldn't advertise that the code is open source, but people would probably be able to get the game itself for free in this way if they looked into it. However, they wouldn't be able to play it competitively against other people without paying on steam. Any advice? I'd be happy to hear feedback on the legal issue and/or the idea in general. Thanks!
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