Ozzypig
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| Joined: 27 Mar 2008 |
| Total Posts: 4906 |
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| 19 Feb 2013 11:13 PM |
Hey everyone,
I just wanted to post a little bit (a LOT) of information about Juggernaut, my latest project which launched yesterday, as well as some tips and words from me. Skim through this post for some info on money and game dev tips.
...And now some facts about the game!
1) Juggernaut was started as a project on 1/21/13. User JohnnyFlight suggested it to me and since we knew each other at the time, I decided to pursue the project. It kinda just grew from there.
2) Juggernaut's lobby (as well as many other parts) is based on that of The Hunger Games by Ozzypig, because the minimalistic lobby seemed to work well with this kind of game. A lot of the reused code was revisited to be less glitchy and much more dependable.
3) After the first 3 hours of release, Juggernaut rose to the very top of the games page in both Relevance and Popularity.
4) Juggernaut fell off the games page because of broken servers, and other issues. I could not fix it as fast because of other commitments.
5) The initial advertising campaign for Juggernaut was an investment of about 150,000 tickets, spread about 6 advertisements (though very unevenly - one had 99,999 tickets).
6) The graphics created for Juggernaut were made in Paint.NET (with a large plugin pack).
7) Juggernaut was played over 100,000 times in less than 2 days.
8) Juggernaut is on Ozzypig's (my) first place slot, so its creation date says 6/5/2008.
9) All the maps were built using Anaminus' CmdUtil.
10) The first map added to the game not built by Ozzypig is called "Pillar", built by speedydude900.
11) One day after release, about 270,000 R$ (before taxes: ~385,000 R$) was made in game pass sales. This is about 2.4M Tickets, which is more than a 1600% return of the original investment.
...and now some tips from me for aspiring game developers! In no particular order...
1) Don't try to make your game profitable. Games are meant to be fun, so stick with FUN in mind. Money is not your primary goal right now.
2) Make (build, script, create, describe) your game as fun as possible. That's what games are for. Use your OWN judgement of what is fun (not anyone else's). After all, if you're not having fun then your visitors aren't. First test if you're having fun, then ask others during play testing.
3) Debug. Test. Fix. Re-upload. Shutdown. Re-visit. Wet, Lather, Rinse, Repeat. Always be play testing your game so you are clean of bugs that won't prohibit further development. Only allow one server of testing. Always test with at least one partner always (mine was JohnnyFlight).
KEY DIFFERENCE: * Testing is checking if something works. * Play-testing is checking if something works in the game to make it more fun. * ALWAYS DO BOTH FOR EVERYTHING!
4) Don't overdevelop. Working too hard on a project will make you lose interest. 2-3 hours a day, tops. It's OK for a game to take a long time to develop. Plus, you'll get more ideas while you're doing other things and also think about how the game should be played. If your game took a small amount of time to finish, make sure there is enough content for users to be satisfied.
5) The last step of the development process is for profit - you have to find some motivation, so money it is! Use game passes (NOT t-shirts). Be very clear on what they do and let your audience know when a game pass won't work (they have the right to know). Be careful that your VIPs don't hinder others' gameplay. Do NOT allow users to win just by paying you. Do NOT allow scripting access to a game.
6) Shutdown all servers when you make a major update for a game. Good games will have people coming back.
7) Making a game should be an EXERCISE, not a LESSON. Use what you know about scripting and don't test your new code in your game. Your game is for your best code you can write.
8) Keep your game organized. Take notes on what you add/change/remove and report it to players when you update. This makes your game transparent and you as a game developer good.
...and some words from me. ;)
I made a boatload of money from Juggernaut very quickly because of the valuable time I spent developing the game to be as fun as it could be. It's not because I wanted a get-rich-quick scheme. The process wasn't perfect by any means; however in the end I got a product that (at least) I can be proud of.
I want to make it clear that I didn't make Juggernaut for money. Money is just one gauge for me of my game's success. People's happiness is another one - which is what I honestly care more about. Juggernaut is fun for me to play and develop for. It is fun to see the enjoyment people gain out of playing.
I hope that Juggernaut can serve as a model for all newbie game developers. I want it to teach others that making a game can be a process that you can follow for fun, success and eventually profit.
So with that, please take this post with a grain of salt and leave your two cents below. Or perhaps five cents. Maybe a dime!?
~Ozzypig |
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Ozzypig
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| Joined: 27 Mar 2008 |
| Total Posts: 4906 |
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| 19 Feb 2013 11:15 PM |
I probably should have revised the title of this post a bit. Oh well!
~Ozzypig |
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| 19 Feb 2013 11:19 PM |
Ozzy you just inspired me..
-Da God Of Cheese- |
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jimbot220
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| Joined: 23 Jul 2011 |
| Total Posts: 5830 |
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| 19 Feb 2013 11:33 PM |
| yea i don't think games should be profitable |
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jimbot220
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| Joined: 23 Jul 2011 |
| Total Posts: 5830 |
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| 19 Feb 2013 11:35 PM |
the number thing that drives most roblox users these days is roblox, you see many chain mails on comment sections about how to get money also having rare hats are the new trend on roblox, and the main way to get them is to buy them |
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jimbot220
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| Joined: 23 Jul 2011 |
| Total Posts: 5830 |
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| 19 Feb 2013 11:36 PM |
| @ozzy, when you meant graphics, did you mean the decals and the gui and the gallery? |
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| 19 Feb 2013 11:39 PM |
| The only reason I posted "Yay..,", was because i though this post would be flooded with spam, and I would be second poster (omg). I had not even read this post. |
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ScriptOn
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| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
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| 19 Feb 2013 11:46 PM |
| Except he's much better at Lua. |
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| 19 Feb 2013 11:52 PM |
| Well here's another ticket, I shall go right now. |
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froylin3
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| Joined: 11 Aug 2010 |
| Total Posts: 1672 |
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| 19 Feb 2013 11:53 PM |
| I'm gonna make a game now :D |
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ScriptOn
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| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
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chewit9
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| Joined: 22 May 2009 |
| Total Posts: 7873 |
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| 20 Feb 2013 12:13 AM |
| Ozzy, do you remember me? I was your beta-tester for soul war, for helping you, you were gonna put my name on one of the gravestones but I believe you never got round to it. I remember the cemetery being my idea xD |
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RubixHero
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| Joined: 25 Aug 2012 |
| Total Posts: 2911 |
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| 20 Feb 2013 12:36 AM |
| All Gamepasses is overpriced.What the heck?! Even the Grand Opening!? Don't be money hunger,Ozzy! |
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| 20 Feb 2013 01:29 AM |
| The game's really fun so far xD |
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| 20 Feb 2013 07:08 AM |
| Yeah, Good Job Ozzy, It's Really Epic Place! :D |
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| 20 Feb 2013 07:13 AM |
| Ok. Not really interested. |
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meropo2
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| Joined: 03 Jun 2012 |
| Total Posts: 3386 |
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| 20 Feb 2013 08:05 AM |
Lower the price of game passes evrything else... EPIC.
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| 20 Feb 2013 08:07 AM |
Lower the class game pass price; you'll get a lot more sales.
~HADOUKEN |
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jimbot220
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| Joined: 23 Jul 2011 |
| Total Posts: 5830 |
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| 20 Feb 2013 09:07 AM |
yea, ozzypig and scripton are very similar -exceptional scripted games -semi-famous |
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| 20 Feb 2013 02:38 PM |
These are VERY good tips to a new game developer.
~Founder of StudioMatt.~ |
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