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But I think there's something you need to understand, and it's gonna be valuable in your dealings with other developers in the future: most developers don't have infinite time, resources, or room to screw up. Making a living as an indie developer is as much about managing your time, understanding your resources, and running screwup risk mitigation as it is about actually making the damn games.
Dusk was made over a period of 3+ years working either full time or more than full time (sometimes up to 12 hours a day) with the support of the then growing New Blood team.
Iron Lung was a small solo project done in my spare time when I wasn't working on New Blood projects (primarily Gloomwood) or being a husband/father. I had no idea before testing and release what ideas in Iron Lung would work for people and what ideas wouldn't.
Everything you suggest would mean added complexity. Added complexity means added time. And time given to one project means time taken from another. If the project you're adding that finite time to is an experimental gamble, then... well that time could end up being wasted. Iron Lung's central navigation and sub control mechanics could have been annoying for most people (something hard to determine for certain before release, even with prototyping and testing). Or, it could have found itself lost in the sea of Steam releases and never gotten noticed. The fact that it's selling as well as it is has a lot to do with a YouTube video that happened to be picked up by the algorithm (read: luck).
Don't get me wrong, any release is a gamble. Any time spent is a gamble. Most people don't get into making indie games unless you're willing to take that gamble because you love games and love making them, money be damned. Heck, I was an indie developer for years before ever making a cent off my games. I didn't make Iron Lung for money, I made it because I thought it was a cool unique concept and I wanted to share it with other people. However... since making games is my job as well as my passion, I have to be a businessman as well as a creator, and that means being artistic about some things and pragmatic about other things.
Since Iron Lung has done far better than I anticipated and people have really resonated with the concept and the world, that definitely opens me up to the possibility of expanding on the gameplay and/or developing a followup. But that time gambling thing is still present. I have many other projects I want to try. I have other obligations I'm working on. I certainly could spend time updating Iron Lung with a randomized mode etc, but I could also spend that time working on any number of other things. And I don't know what I'll choose to do until I get there.
I'm going to lock this thread because I don't think the current conversation is going anywhere. I don't think Iron Lung is a game for you (so good thing you didn't buy it huh ;) ), which is fine. But I hope this gives you a bit of a different perspective on things.
It's ok Mr, the only thing I wanted to add was to make you understand that it wasn't my intention to make you feel obligated to do anything, hopefuly I made myself understood.
Was not my intention to have anyone dogpile you either
It's ok, the profile clown award count is 1 atm. I wanted not to have one since you can't remove or hide those, it's free steam points at least...
"Dusk was made over a period of 3+ years working either full time or more than full time (sometimes up to 12 hours a day) with the support of the then growing New Blood team.
Iron Lung was a small solo project done in my spare time when I wasn't working on New Blood projects (primarily Gloomwood) or being a husband/father. I had no idea before testing and release what ideas in Iron Lung would work for people and what ideas wouldn't."
That was said after the comment, not before.
Like reading it isn't hard