You probably have better odds of being rich as a sports player than making a hit indie videogame.I disagree. Plenty of indie games have been successful enough to have made their creators fairly wealthy. Just not indie games with wireframe walls.
I feel like, while partially true, that's vastly underselling music these days. I've heard a lot about how every big company in music is nickel and diming musicians. If streaming services aren't paying a pittance, its getting a pittance from each CD. If it isn't getting paid peanuts for live shows, its the booking company demanding a portion of your merch sales. And I could be wrong, but I think there are more bands/artists than there are indie game developers. But that's not to imply game deving is easy, just that the music business is a complete hellscape.Indie game dev is a bit like becoming a musician. It's a fool's errand if you're in it for the money. Do it because it's fun, as a hobby or "side-job" to a regular day-job.
I feel like, while partially true, that's vastly underselling music these days. I've heard a lot about how every big company in music is nickel and diming musicians. If streaming services aren't paying a pittance, its getting a pittance from each CD. If it isn't getting paid peanuts for live shows, its the booking company demanding a portion of your merch sales. And I could be wrong, but I think there are more bands/artists than there are indie game developers. But that's not to imply game deving is easy, just that the music business is a complete hellscape.Indie game dev is a bit like becoming a musician. It's a fool's errand if you're in it for the money. Do it because it's fun, as a hobby or "side-job" to a regular day-job.
Maybe there are more rich athletes than rich indie developers in the world. But if I look at just my options, I personally have a better chance of being a rich game developer than a rich athlete.You probably have better odds of being rich as a sports player than making a hit indie videogame.I disagree. Plenty of indie games have been successful enough to have made their creators fairly wealthy. Just not indie games with wireframe walls.
#include <stdio.h>
int main() {
int a, b, c;
a = 6;
b = 2;
c = a //* Stupid comment */ b
;
fprintf(stdout, "%d", c);
}
If anyone knows any legit use of this horror, I'd be curious to hear.
Maybe there are more rich athletes than rich indie developers in the world. But if I look at just my options, I personally have a better chance of being a rich game developer than a rich athlete.You probably have better odds of being rich as a sports player than making a hit indie videogame.I disagree. Plenty of indie games have been successful enough to have made their creators fairly wealthy. Just not indie games with wireframe walls.
To be fair, a lot of "indie" games on Steam are just asset flips and other low effort shovelware. You can probably put out 10-20 of those a year if you have no soul, and then the total income is fine.
Don't forget marketing, or these two points won't mean jack shit unless you're very lucky.it's just a matter of making and releasing a finished title
Look at the developers on this forum and ask them how much money they make.
That's not necessarily a bad thing when you consider how many studios fail. You're one of the few that made it always remember that.I made very roughly $30k USD last year through gamedev, before taxes and expenses. And there are a LOT of taxes and expenses, so I'm basically working a minimum wage job.
It depends on a country. I'm not making tons of cash, but it's enough to stay in business and have a decent life, and if things go sour, I can do contract work and random gigs to stay afloat.Besides for a few notables (and we mostly know who they are), I'd say most of the developers here don't really make any money, with a few that make maybe between $40k to $100k a year, the lower end of which I would consider the bare minimum for sustainable in solo or small team dev.
It depends on a country. I'm not making tons of cash, but it's enough to stay in business and have a decent life, and if things go sour, I can do contract work and random gigs to stay afloat.Besides for a few notables (and we mostly know who they are), I'd say most of the developers here don't really make any money, with a few that make maybe between $40k to $100k a year, the lower end of which I would consider the bare minimum for sustainable in solo or small team dev.
It's much better than wasting my life on dead-end jobs, and I had my fair share of those.
Have you written about the algorithms you use for generating your dungeons? They tend to have very interesting designs.
Released the dungeon generator of my roguelike game (Zorbus) as an external Windows tool.
http://dungeon.zorbus.net
It can be used to generate tabletop RPG -style maps.
There's a step-function which adds one area at a time if you're interested in seeing how the algorithm works.
There are several different map coloring themes.
Maps can be exported to PNG-files.
There's also a mass generation function that automatically generates a wanted number of maps and exports them.
There are lots of example maps on the homepage of the tool.
Also, if you're in need of plain ASCII prefab maps, check the page for a link to an archive with over 1300 ASCII-prefabs.
Have you written about the algorithms you use for generating your dungeons? They tend to have very interesting designs.Released the dungeon generator of my roguelike game (Zorbus) as an external Windows tool.
http://dungeon.zorbus.net
Also, if you're in need of plain ASCII prefab maps, check the page for a link to an archive with over 1300 ASCII-prefabs.
You have not said that this game development so difficult.I am a brilliant tactician https://youtu.be/L5GZa_gDxSo
I had overwhelming success in this battle.