![]() ![]() Gunpoint Recoups Development Costs In 6. Seconds The 2. 01. ![]() Sponsored Links. Gunpoint made back its budget in 6. Updated on 0. 1/1. If your game only really cost $3. ![]() Game. Maker, then yeah, you're gonna recoup the development budget pretty quick. Former PC Gamer writer Tom Francis hoped his debut title Gunpoint might do well enough to allow him to quit writing full time and read more at .. Gunpoint cost $3. The post explains the game recouped its development costs in 6. Gunpoint sales allow creator to become full- time game developer. Updated on 0. 1/1. According to Gunpoint writer and designer Tom Francis, the game made back its direct development costs — a $3. Game Maker 8 — within 6. May 2. 7. Shortly before the game's full launch June 3, pre- orders had read more at .. Develop Indie Showcase 2. Updated on 0. 1/1. If you would like that chance, you should check us out.” Otherwise known as the game that recently made its development costs back in 6. 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Brazil is a very complex country The most common one is to be robbed at gunpoint while walking in the streets, driving to work or back home, having dinner in a restaurant, and read more at .. AH- 6. 4 Apache. Updated on 0. The Apache has a full range of aircraft survivability equipment and has the ability to withstand hits from rounds up to 2. MM in critical areas. The AH- 6. 4 and development (R& D) funds, but rather, uses industry investment. Industry, in turn, recoups read more at .. AH- 6. 4 Apache. Updated on 0. The AH- 6. 4 Apache is a twin- engine This is to be accomplished without government research and development (R& D) funds, but rather, uses industry investment. Industry, in turn, recoups this investment through the sale of improved hardware via long read more at .. Gunpoint Recoups Development Costs In 6. Seconds - The Updated on 0. Local news, sports and weather. Search the history of over 279 billion web pages on the Internet. A PC gaming blog with PC game. From: Connie (November 12, 2014 2:56:02 PM EST) Have you got any experience? Other costs associated with the rise. The City of Qunicy is holding its breath, too. Child Development and Senior Center 167 4th Street reltna. Gunpoint Recoups Development Costs In 6. Seconds. It also means I can afford to keep being http: //www. Gunpoint finds pre- order success after 6. Updated on 0. 1/1. Gunpoint finds pre- order success after 6. Gunpoint became available for pre read more.. Gunpoint (video game) - Wikipedia. Updated on 0. 1/1. Development. Gunpoint was Francis noted that his only development cost was $3. Game Maker 8. He recouped this cost within 6. Adam Baselice (@bay. Gunpoint developer Tom Francis has quit his job because he suddenly has an enormous pile of money and plenty of read more.. Gunpoint cost $3. Updated on 0. 1/1. Gunpoint cost $3. Recouped its development costs in 6. It took Gunpoint a whopping 6. Gunpoint sales allow creator to become full- time game Updated on 0. Gunpoint sales allow creator to become full- time game developer. New direct development costs — a $3. Game Maker 8 — within 6. Gunpoint (Indie PC game) recoups dev costs in 6. I just finished Gunpoint’s third patch yesterday, and a lot of what I need to do next requires someone to help with Game Maker Studio / Mac / Linux porting (more on that at the end). So perhaps I can finally take a minute to tell you how it all went? About 1 minute and 4 seconds after Gunpoint became available for pre- order on the evening of Monday the 2. May, it had recouped its development costs. This was not entirely surprising, since the only direct development cost was buying Game Maker 8 for $3. The surprising bit happened next. That’s pre- order week, when the free demo was out but the game was not. This was beyond all my estimates – we were on course to sell enough for me to become a developer before it was even out! But would launch see a surge like those first two days of pre- orders? How fast would it slope off after that? Would we even- Jesus Christ. So, I quit my job. In fact, I think I have quit jobs, as a concept. I started Gunpoint as an audition piece to get myself a position at a developer, but designing it has been so creatively satisfying that I no longer want one, and so commercially successful that I’ll never need one. I haven’t been retweeting praise or flaunting any actual sales figures, but if it’s not going to sound too horribly braggy, I’ll share the one part of Gunpoint’s success that you might actually care about: I can now make games full- time for the foreseeable future. More amazingly, I can do it with total creative freedom. There’s really no pressure for my next thing to make a particular amount of money, so I can do whatever I think will be most exciting. It also means I can afford to keep being nice. I didn’t let anyone pay for Gunpoint until I was ready to put a free demo out, so everyone would have a way to make sure it ran OK on their system and that they liked it before giving me any money. I was informed by lots of people with industry experience that this is commercial idiocy: you want to hold it back so that excited fans buy without trying, then you can release the demo later to tempt those who weren’t convinced. And with some (not all), you get weird responses if you bring up non- money factors in a business conversation.“You’ll lose sales this way!”“From people who don’t really like it? I think I want to lose those sales.”“No, you don’t understand. You’ll have less sales.“I’m sure they’re right, and as a noob I appreciate the advice. In fact I got so much skepticism that I started to think the lost sales might actually be the difference between being able to become a developer or not. But even if that had been the case, I wasn’t going to quit my job for a career in tricking people into giving me money and regretting it. I have no idea if and how much the pre- release demo hurt Gunpoint’s sales, but it doesn’t matter now – that’s how I want to treat people, and the insane success of Gunpoint means I can afford to. So, my deep, deep thanks to everyone who bought it. In return, as well as continuing to develop Gunpoint, I will make new things for you! Which brings us to this: I’m looking for someone to port Gunpoint to Game Maker Studio on Windows, Mac and Linux. One talented fella is already interested, but he has a lot on his plate, so I’m wondering if there’s someone similarly clever out there who’s available, and also what kind of payment they would feel is fair. What I need is: A Steam Workshop plugin for Game Maker 8: if possible, I’d like to get Steam Workshop support in before we convert to Studio, in case that takes a long time. I realise we’ll need a new plugin for Game Maker Studio then. To convert Gunpoint to Game Maker Studio: I tried this myself when Studio was in beta – a few deprecated functions have to be replaced, quite a few scripts are called with the wrong number of arguments in places, and then it still didn’t work so I decided to get on with the game and find someone competent to do this later. Obviously you might have to delve into my awful code a bit – I’d be on hand to talk you through anything particularly incomprehensible. To get the GM: Studio version of Gunpoint working on OSX: it probably makes sense to release the Studio version for Windows first, maybe with a beta, and make sure that works before converting to Mac. To get the GM: Studio version of Gunpoint working on Linux. To handle tech support for all three versions: this means responding to e- mails, reading and replying on the Steam forum, and patching where possible. So I’m looking for: Someone with experience with Game Maker Studio, ideally including converting GM8 stuff to it. Someone who’s released a thing on Windows, Mac and Linux. Doesn’t matter if it’s free or commercial. Someone whose Windows, Mac and Linux thing has a support forum or something where I can see what sort of issues people are having, and how they’re being dealt with. Some kind of patch history would be good to see too. So it’s a bunch of work, then a lesser amount of work on an ongoing basis. But as the graphs above should suggest, I can pay. If you have the skills and you’re up for it, e- mail this address, link me to what you’ve done, and let me know what you think would be appropriate payment. Maybe it should be a lump sum for the initial work, then regular pay or a revenue share for the ongoing support, for the period you’re providing it. Open to other ideas though. If I can find someone good to handle this, it’ll free me up to work on the remaining things I want to add to Gunpoint, and then start working on a new game as well. Lord knows I have plans.
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