Re: Aeon of Sands - The Trail - a retro, post-apocalyptic RPG coming 4 Dec. 2018
Posted: Mon Aug 12, 2019 4:19 pm
Timetable
We started in 2012 and released the game in Dec. 2018.
2 years of preparation (setting/story/layout/engine/tools/aso.)
3 years of production (gamecode, art, music, levels, testing, aso.)
1 year doing a company, tax stuff, website, advertising, release, interviews, trailer, press, bugfixing, playtesting, aso.
As you can see, that last year is the very most stressful :-/ and this makes no fun at all.
Releasing a game is schizophrenic. You need to tell people only good stuff and be happy, but you are only tired and want to end all this .
Costs
We invested ~10k € into external costs. Server, tools, musicians and some graphics.
My companion Marco invested 3 full years to draw all the 10000 graphics, to write a story of 80.000 words and to build the 68 mazes. I worked part time over 5 years on engine&gamecode&mechanics aso.
So in the end we spend ~350k € for development (imaginary costs, but we would have had many other contracts, which we rejected during this time).
We will never ever get a return of invest, but this has mostly todo with the 10 points i mentioned in my other post
But we wanted todo this game, so in the end it’s exactly what we had imagined. So all ok!
We started in 2012 and released the game in Dec. 2018.
2 years of preparation (setting/story/layout/engine/tools/aso.)
3 years of production (gamecode, art, music, levels, testing, aso.)
1 year doing a company, tax stuff, website, advertising, release, interviews, trailer, press, bugfixing, playtesting, aso.
As you can see, that last year is the very most stressful :-/ and this makes no fun at all.
Releasing a game is schizophrenic. You need to tell people only good stuff and be happy, but you are only tired and want to end all this .
Costs
We invested ~10k € into external costs. Server, tools, musicians and some graphics.
My companion Marco invested 3 full years to draw all the 10000 graphics, to write a story of 80.000 words and to build the 68 mazes. I worked part time over 5 years on engine&gamecode&mechanics aso.
So in the end we spend ~350k € for development (imaginary costs, but we would have had many other contracts, which we rejected during this time).
We will never ever get a return of invest, but this has mostly todo with the 10 points i mentioned in my other post
But we wanted todo this game, so in the end it’s exactly what we had imagined. So all ok!