Commercial Development A Good Or Bad Idea On This Platform?


nickspoon posted on Mar 9 2007 at 05:59 PM said:
DaveC posted on Mar 8 2007 at 12:28 AM said:
- When a *good* piece of software is released for free on the GP2X many of us will donate to the dev even though we don't have to. Many of us here DO realize the importance of supporting our devs.
Maybe so, but you must take into account the fact that nigh-on nobody donates to homebrew software. I think there have been only one or two that have had any donations, and these have been few and in small amounts (Tilematch is one of them, but that would easily sell because it's an excellent game). Emulators, on the other hand, seem to get lots of donations, probably because people like emulators. That's understandable, but not a great prospect for someone investing hundreds of hours and most of their sanity in a spectacular release, only to have it shoved away because you can play it better on the SNES.

Well I did say that in my post. The game would have to be *better* than something on the SNES. If it was it would sell some. If not better than no, it wouldn't sell, and I said that. Something on the order of "Payback" is something that can't be done on an emulator. If it was of that quality (except for bugs) it could sell ok. But no this is not the ideal system for commercial games, you won't get rich off of it selling games.
 
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I understand your point DaveC, but it is truly unfair to demand that a small indie game that costs less than $10 better a professional emulated title, say Metal Slug from NeoGeo. You take piracy of such games for granted, and of course that greatly hurts both the free and commercial homebrew scenes. I'm stumped on how this problem could be ameliorated though, I really am :-\

- Alex
 
Alex. posted on Mar 9 2007 at 06:55 PM said:
I'm stumped on how this problem could be ameliorated though, I really am :-\

- Alex

Make something that wasn't or can't be done on an emulator. Spout/Thruster is an example. There is no way to play anything like it on any emu. It doesn't rely on huge production values for graphics either. I think the graphics should be well done though. The problem with alot of indie stuff is that the graphics are drawn rather crudely.

It will take a bit of thought to come up with though yes that makes it tough.
 
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Julius posted on Mar 9 2007 at 01:44 PM said:
"WindandWater" is a good example, good puzzle game that isn't a clone of anything availble on a emulator, and the graphics are nice too.
Was there a full release of that one?

Also, what ever happened to int13? I was looking forward to their releases.
 
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Ravnos posted on Mar 9 2007 at 09:49 PM said:
Julius posted on Mar 9 2007 at 01:44 PM said:
"WindandWater" is a good example, good puzzle game that isn't a clone of anything availble on a emulator, and the graphics are nice too.
Was there a full release of that one?

Also, what ever happened to int13? I was looking forward to their releases.

I think everything was cancelled...

Julius posted on Mar 9 2007 at 09:44 PM said:
"WindandWater" is a good example, good puzzle game that isn't a clone of anything availble on a emulator, and the graphics are nice too.

Is there a place where people can buy this one ?
 
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Ravnos posted on Mar 9 2007 at 09:49 PM said:
Also, what ever happened to int13? I was looking forward to their releases.
The team has no more coder then all the developpement have been canceled :(
 
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Maybe if the homebrew developers teamed up a bit more that would help.
 
Goob posted on Mar 10 2007 at 12:36 PM said:
Maybe if the homebrew developers teamed up a bit more that would help.
I'll be silent on this one. The scene is full of people making promises they never have the time to deliver on. IF I'll ever get around to producing games, my engine will be FOSS and I'll help anybody wanting to use it. But that's a big IF. All developers know how easy it is to get distracted with daily crappy life...

Last time I offered making free graphics/models, I found myself with a team that needed an entire starfleet textured... For a commercial game... That I probably would never be paid for... :rolleyes:

I must concentrate on my own stuff now, but if and when time permits, I'll share all that I can (except in-game artwork, ofcourse. And since I don't know how to code for this baby yet, that doesn't leave much to offer).
 
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Goob posted on Mar 10 2007 at 06:36 AM said:
Maybe if the homebrew developers teamed up a bit more that would help.

Homebrew is a donation of time and energy. If you are not a developer or artist I don't think you can imagine the amount of work even a small game requires.

Teaming up always seems like a good idea, but I have yet to have any team that actually worked out well. Each time I try it has gotten better, but you have to be very careful as in most cases there are a lot of good intentions and promises, but no actual delivery.

The other problem is that teaming up then becomes game programming by committee and that never works well and requires much more time/energy investment.

Teaming up can work for homebrew, but it requires a lot of effort, luck and dedication.
 
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Communities like the one that gathers around http://www.ogre3d.org/ seems to work when it comes to amateur development. There is an atmosphere of energy and enthusiasm that really gets you. But still it seems that only the teams which where founded outside the community remained alive inside it in the long rung.

I love any homebrew indie scene - PC or portable - since this is where the original motivation is most unspoiled. If a game worth playing (for intelligent, life-seeking people i.e.) still has a chance to emerge, I'll bet that these swamps are a natural habitat.

But the threshold is huge unless you already have paved the way and issued lots of games.
 
saehn posted on Mar 10 2007 at 02:25 AM said:
pocket posted on Mar 9 2007 at 10:16 AM said:
"A lot at lot less than 100" is a bit sad for the GP2X :( Look, even the latest Lynx homebrew commercial releases sell a lot more (and they cost more)

Take that with a grain of salt. No offense to anyone making such comments, but there's been a lot of idle speculation going on in this thread. The only persons who really have a valid perspective are those who've actually sold commercial software on the GP2X.

Please remember that we're trying to drum up support for commercial development on the GP2X, not scare it off.

And no replies of: "let's be realistic". A realistic developer will approximate the potential number of installations and will then invest time & effort accordingly. Given the original poster's stated expectations and observations, I'd say he has a fairly good idea of how much he should invest in this project. :)

Actually, it wasn't idle speculation. For once I really do know what I'm talking about. :)
 
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dodgyville posted on Mar 11 2007 at 07:23 AM said:
Actually, it wasn't idle speculation. For once I really do know what I'm talking about. :)

It is a shame. Your game is something not available on an emu and looks pretty good.

Since the game is download only can it only be used on one SD card or how does that work? If I upgrade card to a larger size or I need to replace my GP2X will the game still work on a different unit?

EDIT: nevermind I found the answer on the website.
 
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Why isn't retrovirusRTS also sold or at least linked from gp2x.co.uk? It's the most original commercial game available for the GP2X at the moment, and a professional one to boot. It's a real shame to have it kept under shadows. Not many people outside of Germany will check the .de shop site, so I'm sure your sales would go up were you to also sell it at other GP2X stores.

- Alex
 
SiDCrAzY posted on Mar 9 2007 at 10:23 PM said:
pocket posted on Mar 9 2007 at 02:59 PM said:
Julius posted on Mar 9 2007 at 09:44 PM said:
"WindandWater" is a good example, good puzzle game that isn't a clone of anything availble on a emulator, and the graphics are nice too.

Is there a place where people can buy this one ?

It's not out for sale yet, though you can download the demo here:http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,22,2013



Their blog: http://blog.yuan-works.com/en/

Thanks !
 
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Vilmos posted on Mar 10 2007 at 05:40 PM said:
If you are not a developer or artist I don't think you can imagine the amount of work even a small game requires.

Got my GP2X at Xmas and have been working on a little title of my own. As a homebrew developer it is a struggle to find a decent amount of time to work on stuff. Family/work life is busy.

If you are getting into the homebrew scene to make money you are mistaken on the GP2X.

If you are getting into it to prove to yourself that you can code something decent and create something tanglible then its work it.

Maybe you are using it as a showcase for your talents to land a high paid coding job elsewhere.

Maybe you just enjoy coding.

Whatever your motivation, this is a great scene here, long may it reign.
 
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