Author Topic: Outpost 2-LIKE game - Community Input requested  (Read 16080 times)

Offline lordpalandus

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Re: Outpost 2-LIKE game - Community Input requested
« Reply #200 on: March 07, 2017, 12:10:47 PM »
Thanks for the insight on how morale works, Hooman. I always thought that idling the nursery had a much greater impact than what is shown.

A valid point leeor_net. Though from several developer interviews of those giant corporations, they create a huge design document and then ignore it throughout most of the development process... at least that was the case with Diablo 3, Duke Nukem Forever, and Aliens: Colonial Marines... and see how well those turned out :P
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Offline lordpalandus

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Re: Outpost 2-LIKE game - Community Input requested
« Reply #201 on: May 21, 2017, 01:12:16 AM »
Sorry for the long delay, in replying. Turns out my idea needs a few more revisions. However, I am temporarily shelving this for later. Since its been almost over 2 years since I've started this project, and haven't made anything financially viable with it, and doesn't appear I will be anytime soon, I'm putting this on the backburner to focus on a different project.

I've been working on a text-based adventure for the past couple weeks, and honestly, I'm finding it much easier to code for and the code I have made for it, does what I want it to do. I've found making the text-adventure to be much more enjoyable and fulfilling than working on this remake. Probably because when I do run into a problem I can fix it and I actually understand what I'm doing. I feel confident that I will be able to make something financially viable with my text-based adventure and thus I've been just focusing on it lately. I'd be happy to share it once I've finished implementing a few more features, and get some feedback on it from people here. It has a fully functional combat system, that I designed and coded myself, a variety of items, and game failure states already put in. I'm really enjoying making the text adventure and it is showing a lot of promise for a very interesting game.

I'd like to do something with my Outpost 2 remake, but my finances have dwindled over the past 2 years, and I really need to either get a day job or focus on producing a game in an engine that I can actually use reliably and solve problems that I have with it, in a few days, rather than with UE4 having some problems take months to figure out. I'd like to return to this later, but right now I need to focus on my finances and I honestly don't think I can have an RTS produced within a year... whereas this text-based adventure, I can easily see it being completed within a year and have something unique that other text-based adventures don't have, and thus set it apart from other titles. As I've been busy with it, I kind of forgot about OPU, and thus this is why I'm replying now to give everyone a heads up. I'm sorry if this is a bit disappointing, but I've not made any money for the past 3-4 years, as I've been focused on designing and developing games, and thus I need something to change soon, or I'll have to leave game development, completely.
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Online White Claw

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Re: Outpost 2-LIKE game - Community Input requested
« Reply #202 on: May 21, 2017, 02:41:54 PM »
No worries (at least not from me, anyway). Life is life, and taking care of yourself is certainly important. Game development is a hard industry, so good luck!

Offline Hooman

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Re: Outpost 2-LIKE game - Community Input requested
« Reply #203 on: May 22, 2017, 03:30:34 AM »
Hey lordpalandus, nice to hear from you.

Reading your concerns, I'd say take care of yourself first. Sounds like you already know what you need to do, so go ahead and go it. Guilt free.


As for making it producing games, don't feel you need to go all-in on a personal project with a make it or die trying mentality. I know there is a common mindset that you have to go all in to be successful. It turns out this is actually false. Statistically, the people who are the most successful at starting a business or completing some venture are not the ones that go all in, but rather the ones who maintain some day job to pay the bills while they work on their side project. Those who do transition to earning a living from their side project usually wait until it's already earning enough money to life off of, or even to replace their full time salary, and have reached a point where they just don't have the time to continue growing their side project and work full time. Both those conditions are important.

There are a few reasons to maintain a steady day job works better than going all in. One is the day job will force you to learn skills that may be very valuable to you in your own ventures. It's easy to push off future problems for another day, and never end up developing the skills for when you need them. The immediacy of a day job helps to combat that. Another big reason for having a day job is managing risk. If you rely on your side project for income, you won't be in a good position to take big risks with it, since failure has much bigger consequences. Having the security of a day job lets you experiment more and find out what works. It's those experiments that often lead to rapid growth and overall success.

Here's a gambling analogy. Lets say you gamble on something, winner takes all, with over 50% win ratio for you. This means the more you play, the more your should expect to win. The more you bet each round, the higher your expected earnings. Sounds good. Except for one problem. If you always bet everything, always going all in each time, your probability of going broke approaches certainty the more games you play (even with 99% win ratio). In other words, long term success doesn't generally follow a sequence of high stakes risks, even if each one is in your favour.


As for getting a day job, did you have any particular jobs in mind?