thank you
seen a
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. No money in 5 years though?
I'm just trying to temper your expectations, so you're ready for the slog fest that is creating a game, in a competitive market.
I've been here long enough to bear witness to two common patterns with developers:
1. Developer type 1
They work very hard on a game for, what I assume is about 6 months to a year, and then release version 0.1.0, and with their crowd funding platform of choice.
1. They get some initial comments and possible some money, but less than 20$ a month.
2. They work very hard on version two for 2-3 more months and release to crickets.
3. They do maybe one or two more updates still making less than a hundred dollars a months, now closing in on two years of work on a single game and then give up or become developer type 2 (see more)
2. Developer type 2
Sees their first game not making much money after what they see is an incredible amount of time, and then decide that it's not marketable enough to make money. Either they go by the comments, or they see it as not in a niche, or as in a niche where there's already a completed game that satisfies that niche.
So they make another game and repeated the process a few more times, racking up abandoned games, seeing it as trial and error. Now they have a record of abandoning games and no one wants to donate to them.
Because their art style, writing, and game design aren't given the multiple years of practice it takes for each of those skills to become competitive, their games also don't get funding because they simply aren't good enough yet.
There may be set of skills to Ai art that requires time to get good enough to be competitive as well. I don't know.
The solution:
Here's a common one I've seen.
1. The Developer starts with games that can be completed in under a year and a half. They specifically minimize the scope of their first few games.
These games gather some followers, and improve the artists art style with practice. I know Ai art is "easy", and 3D mech art is "easy", but I don't doubt like anything there's a difference between stand out and mediocre.
These games also prove to potential supporters that the dev will not abandon games, and not rush endings, but deliver the full game.
With each successive game they get a little more traction but they don't break the 1K a month mark for 3 or sometimes more years but that's ok because each successive game get's more traction, and when they're ready they make their big game they have followers and supporters that help it get noticed more.
2. They spend 10 years becoming a famous artist, so they have a bunch of loyal followers that will help boost the ratings and comments, etc. to make their first game a big success. This may be harder now with Ai art everywhere. Or they already have a huge amount of people who know who they are from somewhere else so their first games are well funded.
3. They team up with an artist, and keep working on the same game. When the artist drops out (often), they switch to a new artist and accept the difference in art style, or finish their current game and move to a new one.
Ai:
Ai changes the landscape but games with Ai art will quickly become another over saturated niche falling into these common patterns, because they are patterns of human nature.
Here's some quick examples past developers:
https://thef95zone.info/threads/mating-season-v0-2i-love-os-games.123898/
https://thef95zone.info/threads/the-hunter-chronicles-behind-closed-doors-v0012-benaxestudio.241251/
https://thef95zone.info/threads/age-of-dragons-chp-1-v0-71-dragon-creator.145810/
And these are the ones that got enough attention to get the abandoned tag. Most abandoned games never get the abandoned tag because even after multiple updates when the dev does abandon it, there's not enough people around to flag it.
So in summary, I pointed out some potential pitfalls devs fall into and some silky smooth solutions. lol