Tenacity is what it takes these days, setting your mind to something and not backing down no matter what anyone else tries to tell you. It takes allot to move ahead and going the indie route, it takes allot as it is hard many times especially when starting out. As they say, don’t quite the day job.
I got into videogames some time in high school, though what led me there was unusual. I wanted to be an engineer that designed new weapon systems for the military. What kept that spark was being able to use auto cad in the 8th grade as a part of one of the woodshop classes. I got in trouble allot for creating tanks and planes as the teacher stated to me quite frank, “We don’t draw weapons in school.” Mind you I was pretty good working with these tools.
What pushed me into video games was back in 2004 when Microsoft Flight Simulator came out and it had bundled with it GMAX which is like AutoCAD but a dumbed down version of 3ds max. After being able to create planes and put them into a videogame. I started to wonder how much further I could go with video games. From that point I had an revelation that I didn’t want to create weapons anymore. I didn’t want to turn like Kalashnikov and just wanted to make others happy.
It took 5 years after highschool to find a good college and I graduated in 2007. I was lucky that I did find a good one. Many schools have bits and pieces of what it really takes to build a game. It takes allot, from programming, 2d art, 3d art, animation in 2d and 3d, rigging, weighting, mocap, modeling environments much different than a person or animal. Design, writing and character development, It is really, really extensive to how far it can go. But it does allow you to branch off into other fields because how extensive it is.
I graduated this year back in May, and started Puffer last year around this same time, a bit earlier actually. And even though with this project I plan to sell, like you, you are stuck in a volunteer boat on start up. All you can do is promise to pay them after it has already been on the market. Which I advise any project to always have contracts written as this will help protect you if anyone defaults.
It has not happened in my time as a company but has happened when I was in college and it was a yearlong project as a part of the class to form a mock company, and build a whole game. And one student deliberately started to remove another student’s work and assets in effort to discredit them. So you always will have those you need to watch for and be sure you have a recourse incase anything does happen. Like backing up everything you do constantly.
Going indie is fun but I won’t lie, if you are the one starting it up. Be glad you are doing most things free because getting the tools, the licenses and everything else is a nightmare. The cheapest I found that still gave me room to hit multiple markets was GameMaker Studio. And I chose this because it can make really simple games but hit mobile markets without a headache of coding a compiler from scratch. For the standard licence $50 and YoYo games don’t take anything from your sales so pure profit. To get to mobile, you need pro edition plus the export. So $50 more ($100 for pro) plus the export which is $300 …. You can see things are adding up. Then to register your company as an LLC with the state is $600 plus the bylaws which are $75… Cutting to the chase, about $1,200 of my own out of pocket went into the startup and game and it is going to cost much more to get it even to port to other markets (IOS, Andriod, Mac) And don’t ask about having games rated by the esrb because that is dependent how much you spent on just development costs. The reason I bring all this up is don’t let it discourage you. Have a plan and stick with it. But know what you are getting into. From where I live there are good schools but the development companies for games are a bit still out of reach as they are a 6 hour drive. Not like I can easily go to work. So Instead of going to the industry I brought the industry to me.
Keep learning C++ that can carry you into using Unreal and Unity, Python and Lua are also good to learn and yeah, with any programming language get the logic and syntax down and all you need is a code dictionary and you are good to go.
Even though you won’t be able to sell this game it can make one good solid portfolio piece as it shows. It is why I am keeping my eyes on you as It has impressed me to how simplistic but in depth the game is and that takes quite a bit of skill.
I would like to get to hear more about you too. I been rambling on mostly about myself to further break the ice and not come off as a total stranger. Im curious to what made you want to start a project of this nature and to what kept the momentum after two years working on it.