Show HN: My First 3D Android Game Using Unity3D – Dragon Slayer: Reign of Fire
play.google.com
play.google.com
Unfortunately, and I hope this is not your experience, the way I understand the state of affairs in gaming in general is that if it's not as gorgeous as Mass Effect or as addictive as Candy Crush you're not likely to see many people caring.
Really, though, good on you for releasing a game! If making games is what you love, keep going; I just hope the monetization you're doing is more experimental than an attempt at making a living. People are cheap, cheap bastards, and your prices aren't even attempting to hit the whales that support most (if not all) profitable F2P games.
Edit: Also, please note that as many of us found out the hard way, Google Play does indeed show your freaking address as part of your listing, so you may want to remove it from the relevant part of your profile. It's not required but it's also not made clear that it'll be shown publicly if you enter it.
My motivation for making games is two folds - one the psychological satisfaction of "creation" and second the ability to reach out to global audience with whom otherwise I would never had any connect. See, we two are talking right now :) I am hoping to reach a level where I can make a living through my games. I am far away from that goal right now :)
Regarding the developer address part - Isn't it mandatory in Play Store for every developer to list their address? Can the address be just a city and country instead of a detailed one?
Lacking feedback directly from anyone who has done it: I get the impression that the secret is to throw lots of things against the wall and see what sticks. It paid off handsomely for Rovio, for example.
If you can crank out a new game every couple months, it might be possible to make a living that way. Unfortunately, nobody goes into games wanting to crank one out every couple months.
Here's a guy who has over 600 apps (mostly games) on the iOS appstore, all outsourced, and is making money off of them: http://www.reddit.com/r/IAmA/comments/2shhgj/iama_25_year_ol...
This is only true for games on mobile platforms. The Skinner box horseshit you find in the App Store and on Google Play, will not translate into success on PC or console, because people who play games on PC or console actually want good games and are willing to pay for them.
Basically, don't make games for mobile, is my takeaway. Or, at least, don't target that platform exclusively or even primarily.
You are a great motivator! Your work is appreciated. Congrats again.
Let me quote what Google is saying in their promotional materials: "When you publish on Google Play, you put your app in front of over 2 billion active Android users...".
If they can lie, than he can exaggerate.
Unity3D makes me shudder though. People are publishing Unity3D games on the internet, but on Linux you can't play them because unity refuses to make a webplugin for Linux. One for Mac or one for Windows they of course have.
At least because of that bad experience I have with them (some game on newgrounds looks like good, but oh no, after opening it it turns out it's a unity one instead of flash) makes me HATE the name Unity3D and everything that has to do with it, no matter how good they try to be for the rest.
Them refusing to do the effort of making a Linux webplugin, smears their name.
Also, "CrapGL" sounds not so good... not a fan of WebGL?
Please share your estimates how much money you can make on a linux plugin vs how much you have to spend to create it?
http://en.wikipedia.org/wiki/OpenGL
Taking that goodness and making it CrapScript-only is an abomination:
I feel you should blog your experience on developing this game. I'm sure it'll be an interesting read and an inspiration for many of us who wish to get involved in game development.
You should post it to r/Android as well with a similar headline.
I will be trying my hands with iOS by porting this game to see if its any different on that platform.
How long did it take from start to finish ?
How many people were involved ?
I was the sole game developer / designer working on it. It took about 2 person months of effort. I have prior experience in Java and Libgdx engine. But this is my first in Unity3D and C#. Along with Unity3D, Google Game Services and OpenIAB plugins have been used. I used Blender for 3D modeling and animation and GIMP for 2D image editing.
First screenshots show a blue sky
How come you went with Unity3D instead of Unreal Engine 4?
I often have the feeling, that games are the only type of "Software" that has enough developers but never enough designers...
I agree that games, especially indie games, need more designers. Since indie games usually don't end up making enough money its difficult to find designers who are ready to work on profit sharing basis rather than upfront money.