I am not sure how to start this article and which topics I should point out at all. So, I try to not cry or blame anything too much 😀 First let me start with something I am really looking forward to: I will be Dad in just about three more months … man time is running so damn fast right now.
Self doubts about my actions
That said of course I slowly get some doubts about my lifestyle, since my indie business is not very worthy at all from a financial viewpoint. Also the time spend on working is so much. I am not really sure about the near future when I take look at this. I was really able to get some things going and I have the feeling that the business is doing better from year to year, but at what cost and effort?
At the beginning of the year, I got much motivation and I tried to get as hyped as possible for my current project. I also told a lot about this in my latest video logs:
Scary business numbers
Unfortunately, my reality is: The analysis of my business numbers shows that the growing process is more than laborious. With every video log I create on YouTube, I manage to get one or two more followers, what is awesome don’t get me wrong, but with this kind of growth I will have to create another 600 videos to get some kind of valuable reach. Of course I would do this and I love everyone who is willing to follow and support me. Thanks to you guys!
Nevertheless, also kind of regular posts on Twitter, Instagram or Facebook didn’t managed to build up a community the last two years. It feels like marching on a spot. Of course I have to admit that I am nowhere near a professional marketer or social media manager. So, the low follower count and engagement isn’t too surprising! I hoped the content would engage more, but there are so many talented indies out there that I sometimes think why should someone be interested in content I release?
But there is light at the end of the tunnel
With the start of this year a friend of mine helps me out in this specific topic and spread the word through our social media channels, maybe this changes the engagement. I hope I will be able to pay him one day for his efforts …
Seriously the indie business is a really hard business and you have to be very dedicated to it, I knew that before I started and I don’t want to miss the time I spend to develop my games and build up the numbers at all. The only thing I wish for myself in this year is to be more financial independent, since non of my indie efforts became very worthy yet.
The only parts, where I am able to actually earn some money is to work as a freelancer for companies in complete different branches or selling my programming skill elsewhere. This makes me very sad, because I invest so much time and money into my indie business. Sometimes when I am in a bad mood like today – I just ask myself if it is worth all the effort?
I guess I can only answer this to myself and as long as I enjoy what I am doing it can’t be wrong. At least for now I won’t quit anything and I hope I can make my dreams still happen 🙂
after working a whole while as freelancer, round about 7 months now, the time has come to go back to game development and start another project. Luckily, I wasn’t idling in the meantime and finished all the planning stuff already. Today I would love to share some first insights and upcoming changes compared to the last projects.
So let us start with some basic informations about the new project. As real time strategy fan, I will stick to strategy games and how could it be different – The new project will be another strategy title, which is more or less real time. It will be a remake of one of my first strategy games I have ever played and enjoyed a lot 🙂 I will not spoiler the title yet. The header image provides you a first hint. The second hint: The game will be “more or less” real time strategy. Would love to read your guesses in the comments. So please leave your comment! 🙂
As you can see in the header image, it will be my first 3D title with a low poly art style. The game will be focused on PC / Steam first, but it will be possible to distribute it later on every platform.
Lets get into a bit more details on the technical site. My last projects were written in libGDX with Java as main language. Nevertheless, for this new project I decided to achieve it with Godot, an open source game engine. The main language I will use for the code is the in-build GD Script, which is fairly similar to Python in general.
The decision is based on the following reasons:
I want to learn something new
I want to use a game engine instead of a framework
There is a big change team structure wise this time – I will work with a bigger team than ever before! Timbertales, FlatFatCat and Space Unicorns were developed and distributed by myself with a lot of help from my girl friend for all the art stuff needed. This time I hired an 3D artist for all the models, animations and vfx, who is fully dedicated to the project. This helps me to completely focus on the game code. We hopefully gain a much higher quality with this change in both art and code.
The game itself is planned to be done within 6 months. This includes development, alpha / beta and a first release candidate. The first prototype / demo should be out very soon after start, to have more early feedback and start a kickstarter campaign to gather more budget if needed. The official start for the project is scheduled for mid of September this year. So round about 6-7 weeks from now on!
Thanks for reading, I hope you looking forward to this game project. Of course there will follow a lot of artwork, dev blogs etc. by the time. If you want to be in first place and also be involved in the development / testing etc. don’t miss to become a Patreon and get any peace of information much earlier 🙂 I would also love to read your comments.
I would love to share my first steps and first learnings with Godot 3 with you guys 🙂
Export Blender Models as .dae files
As one of my first tasks I tried to export models from Blender to Godot. For my first approach I used .obj files and imported them into Godot without any problems so far. After a while I realised, that my artist also created some materials, which weren’t included in the import. I figured out that Godot advices to use .dae files, which includes the materials correctly. So we exported the files as .dae. Surprisingly every model was imported as a Scene in Godot, which first confused me, but it is the right workflow. I will explain it within the next chapter.
Use Scene instancing
Having each Model as a scene has one big advantage: We can instantiate them. In UE or Unity this is called a “Prefab” as far as I know. In Godot we can use a Scene as a prefab, this is why .dae files represent a scene. It is a good practice to have everything as a scene and then in your game scene instantiate all the other scenes just like that:
Game (Scene) Human (Instanciated Scene) Landscape (Instanciated Scene)
Use Unity Tutorials, if you can’t find any for Godot
Actually there are more tutorials available for Unity than for Godot, but nevertheless just watch the Unity ones. Most likely it is really easy to transfer the knowledge from Unity to Godot, since most options have the same names or working in kind of the same way.
GD Script is not Python
Even if they look quite similar GD Script is not Python, it is just inspired by Python. Why is it worth to know that? I was confused, because I encountered some ‘What the fuck’ moments when writing GD Script for the first time, since I have a strong Python background. So you should definitly check out the GD Script syntax first to get an overview.
I decided to start a Vlog (it will not replace the Blog) on YouTube within my project (Remastering MegaLoMania). I will record the first introduction video within the next days, so make sure to follow me on my social media channels to get informed. In the Vlog I would like to share all learnings and progress I made day by day.