this post was submitted on 01 Mar 2024
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Really cool that you're sharing the source code
Thanks! I’m hopeful it helps folks as an example godot game. Not that my way is the best, but it’s working for me, so feel free to borrow some patterns!
I'm currently playing around with Godot so I really appreciate all the examples I can get. Thanks!
This template might also be useful: https://github.com/bitbrain/godot-gamejam - e.g. i read through the savegame stuff before implementing it in my own game.
I saw another template the other day… and my last/next project “dino” is available as well, though it’s pretty crazy in there right now: https://github.com/russmatney/dino - i hope to whip this one into shape by june 1st!
Seeing that's on Steam too, I am wondering, do you pay 100 USD to get listed on Steam? Are you hopeful you will be making that money back? Are you paying it for different reasons than monetization?
Another much shorter answer is, once you pay the steam fee, you can easily play your game on the Steam Deck, so it helps a ton for playtesting (both myself and putting the games in people's hands).
And otherwise, the Dino page is up now in the hopes of starting to collect wishlists sooner than later.
[edit: sorry, this whole answer I thought the question was asking about Dot Hop, not Dino! Re: Dino, I'd started the project much earlier, but paused development on it at the beginning of this year to pursue Dot Hop first (much smaller scope). I'm moving back to Dino now that Dot Hop is released, targeting a launch before June!]
Yeah, Steam charges $100 per title - if you earn enough (some high number, maybe 1000?), they give that 100 back, but I'm not necessarily counting on that (not soon, anyway). My goal is make enough money to keep doing game dev full time - i'm hopeful to make it work across steam/itch/patreon/other stores. (Hopefully Dot Hop mobile/Switch releases later this year!). To me the dream is to make enough money to make the rent and make the next game.
But! There are definitely other less-directly-monetary reasons for the release:
In general I'm intending to get multiple quality games into "stores" as soon as possible (hopefully this year), and then decide what to do next - I think the experience along the way is the best thing for my growth and will inform the next move (some larger game, find/build a team to work with, start applying for studios, etc)
I see, thank you for your insight :)
You have to buy a listing for your game on Steam? I thought you just had to get it greenlit
Steam Greenlight ended in 2017 and was replaced with "Steam Direct", which introduced a 100 USD app fee.