I want to make a video game and make billions of dollars like Notch but without the depression

I want to make a video game and make billions of dollars like Notch but without the depression

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  1. 1 year ago
    Anonymous

    My parents named me troonjak

  2. 1 year ago
    Anonymous

    You don’t get a billion dollars without depression. That much money fricks your brain up.
    Almost as much as beinf a frogposter.

    • 1 year ago
      Anonymous

      okay but would you rather be poor and depressed or rich and depressed

      • 1 year ago
        Anonymous

        Oh rich and depressed, you just asked how to do it without depression.

    • 1 year ago
      Anonymous

      fricking bullshit, I'd be driving bugattis and living in my mansion like GTA V and I'd surround myself with a harem of cute girls. Whenever I get sad I'll coom in one of them and do it all again the next day

      • 1 year ago
        Anonymous

        None of that helps the level of frick money does to your brains.

    • 1 year ago
      Anonymous

      I don't get rich fricks being depressed lmao. Go do something fun Black person. Go in one of those airplanes that does zero gravity, go abroad, go get a bunch of other rich boys and set up a cross country race for poorgays to compete in to win grand prize money.
      For me I would play sim city builder IRL, creating a cool and unique town I can live in and also declare myself mayor.

  3. 1 year ago
    Anonymous

    Anon look at how many indie games are on Steam, Itch.io, GOG, PSN, any stor front. Look at the sheer number of them. Now think of all the indie games off the top of your head that we're massively successful.

    Minecraft worked because indie games were still budding back then. That's exposure you simply don't get now. That light was even getting dim when Undertale came out, and that only took off because the Homestuck base was behind it from day one and it made a fricking hell of an impression.

    Figure out something else anon. Find something that'll make you lots of money without having to crutch too much on a moonshot. Be an honest man.

    • 1 year ago
      OP

      There's honestly nothing else I want to do
      I know the odds are against me but some people do make it and I'm going to try..
      I have enough money to survive for a year and after that I would probably consider suicide if it doesn't work

      Oh rich and depressed, you just asked how to do it without depression.

      That wasn't me

      • 1 year ago
        Anonymous

        Grab GB Studio and make a roguelite or something. That community is still in stages of growth. Yeah, Game Boy games might be a hard sell, but it's a stellar piece of dev software and the system specs let you get away with cutting as many corners as possible; you can reasonably learn and do enough with music and graphics on that system without overwhelming yourself. I think the GB Studio community is ripe to foster at least one stellar game, all someone has to do is step up. I kinda feel like new games for legacy systems should be more popular than it is at this point, especially with the retro obsession indies dip in and out of. I guess it's just waiting for someone to big dick a project enough to make an impression and maybe, with some help and exposure, break the niche barrier and find itself being shitposted about on this board one day.

        That could be you, anon. It may not be the best opportunity, but it's one. Think about it.

        • 1 year ago
          OP

          Don't you think that the meta right now is to make something that appeals to youtubers?

    • 1 year ago
      Anonymous

      Seems like you pretty much have to get ahead of the curve with anything if you want to make huge sums of frick you money in any industry. You make something, then it gets popular after the fact. If you start while stuff is popular, you won't get anywhere.

    • 1 year ago
      Anonymous

      Indie devs are actually quite successful if you look at the numbers. 30% of them make back a livable wage on a release.

      The majority of those releases that fail to do that, are people who spend a long time making a game, release it, expect it to do well, then fail to make money back, and so they quit gamedev. And I don't blame them, sometimes you'll have people working on some shit for YEARS, so of course they're going to be crushed.

      The thing about gamedev is that it's also a learning process, and if you can tough it out through a few failures, you'll eventually succeed. Most small indie devs don't actually make money till their 3rd release. Some on their second if their lucky. The nice thing about gamedev is that you have better time returns as you keep going. What you did in 2 years with your first game, you can now do in 1 year with the accrued skills. What you do with your 2nd game that took a year, you can now do in 6 months with the third. Or, take two years, and make a game with 4X the amount of content as your second. So if you can stick it out in gamedev, things only get better for you over time.

      However not everyone has the time needed to do that. Most single devs are either hoping to get lucky on their first release, or have delusional expectations on how well their game will do (I was absolutely delusional on my first release).

      • 1 year ago
        OP

        Do you make money now? How many releases are you on? How much time did you spend on your first release?

        • 1 year ago
          Anonymous

          I spent around 9 months on my first release, and it was a small game that lasted maybe 15 min. Made only 100 bucks on it. That was in in 2018. Worked on quite a few projects that went nowhere, but really helped build up my skill level. 5 years later and Im 1.5/2 months away from releasing my second game, which I've been working on for the last 10 months.

          If I had to remake my first game today, with everything I've learned, I could do it in probably less than 2 weeks.

          Even if the one Im working on bombs, I've already got another game in the pipeline, waiting to be worked on.

          • 1 year ago
            OP

            Thanks for replying
            I'm thinking of having my first release in three months, just to get it out of the way
            For the past 3 years or so I've worked on dozens of mechanics in unity but I never finished anything and I just want to finish something and get it out there

            • 1 year ago
              Anonymous

              Yeah having something out and finished takes a lot of the stress out of the equation because you stop thinking about the process from that point on in the future. Just stay grounded and realistic on how well you expect to do, and realize that if you want to make money off of your stuff, it's going to be a long haul journey.

  4. 1 year ago
    Anonymous

    Video games?

  5. 1 year ago
    Anonymous

    I have accumulated so many years of emotional wreckage from all of my failed attempts at making games and it gets harder every time. I always give up for months and then start over from square one. I am like Sisyphus rolling the boulder up the hill.

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