[woot]* Eriken sits down and waits for BlueCat's next posting show.[/woot]
Try to get some sleep Eriken I know it is excitting but you must rest old thing
the woot tag isn't working
[woot]* Eriken sits down and waits for BlueCat's next posting show.[/woot]
Try to get some sleep Eriken I know it is excitting but you must rest old thing
the woot tag isn't working
I... can't... sleep...
It's like waiting for NASA to fire up some rockets.. You never know when BlueCat posts, and you never know if he's able to launch, or if he ever comes back.. Exciting it is..
_____
Eriken
Just making some pre flight checks now... Won't be much longer....
Thanks WILL, definitely worth a read
"How to screw up a game company...." is useful but I'm already pretty good at that sort of thing :lol:
My problem is the same as Eriken's (no not that one ), it's hard to get a 'real job' in software without a few years' commercial experience on your CV/resume. I've been programming for more than 20 years now and have the qualifications to back it up but it means almost nothing to potential employers without a fair bit of recent commercial experience. I understand why this is and can see the logic in it but that doesn't pay my bills :evil: . The only way to get a 'real job' in software where I live is if you have 20 years commercial experience and don't mind getting paid about half what you'd get in a city. The main alternative around here is to work in the tourist industry which usually means dressing up as a bear for half the year and serving food and drinks to old people for the other six months, sometimes these tasks will overlap between seasons :lol:
So I'm thinking of doing something longer term than one game project. I want to develop high quality Pascal based software, games if possible, that people want to buy and make a living from it.
And yes, I will dress up as a bear if I have to...
hey guys,
iam also interessted in making indie games
but it is also hard to get some hits
at time i work on my engine :roll:
i will also join a team, i need:
an artist for modelling
or an good programmer
or for fun to learn a lot
i dont miss articles about game industry, i miss some about
physic, intersection(collision) and effect progrmming etc.
i think Momor is going to be commercial in mobile games
on www.indiegamer.com (thanks cairnswm for the side link)
i viewed some salesstates, Xeno Assault II was selling 500 times
that mean:
500*20$=10000$ :shock:
hm if you interessted in teamwork feel free to contact me
Ah but that is just net... you are more interested in gross. Net is how much you made before all the fees, taxes and such. Gross is after.Originally Posted by Daikrys
So minus a few thousand for licences(libraries, media, engines, etc used), taxes (the government needs it's cut too), marketing and delivery(if you make anything physical like Boxes, Labels, CDs or Manuals and so on).
Depending on how much you manage to by-pass, it can still cost you quite a bit. Esp. if someone else is doing all the marking for you. ie. Edios, Virgin Interactive, etc...
yeah, true. I think I read somewhere on PGD that of 20, you only 50% or so.
Btw, WILL it' s the other way around.
Net is after reductions, taxes and such. Gross is total before deductions.
yeah sure you may sell some games before with selling 0 hits or some hits
i think the best teacher is experience
when you dont pay to sell your game(download.com premium etc.) you will have only
5%-13% to pay for the registrtion shareware site
it is easy to say, i know but its the expierence that forms you :roll:
i hope much of us go commercial and join a team together
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