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    Wednesday, June 2, 2021

    Is making a DLC worth it? Here are my numbers.

    Is making a DLC worth it? Here are my numbers.


    Is making a DLC worth it? Here are my numbers.

    Posted: 02 Jun 2021 08:26 AM PDT

    In January 2020 I released my first game. The game was successful so after a while I decided to start working on a DLC and was able to launch it in September of 2020. So the DLC has now been out for around 8 months. I decided to look at the numbers and figured you might also find them interesting.

    (Same data in video format + few additional details: YouTube)

    • Attach rate: 34% (the portion of original game's player base that bought the DLC)
    • DLC revenue (gross): $22564, which is 14.9% of the game's total revenue. The returns are lower with the DLC and if you factor those in, DLC's share is bumped up to 15.7%.
    • Development costs: It took me $86 to make the DLC (additional graphics)
    • Time cost: It took me 276 hours to make the DLC, which is 16.4% of the total time spent on the game (1681 hours).

    Conclusion: In terms of hours spent, working on the DLC was slightly less valuable than working on the base game (15.7 < 16.4), but it still provided very good value as so far each hour spent on the DLC has been worth ~$82 in gross sales. If you count in potential soft benefits (f.ex. old players returning to play the game), the hourly value is probably around equal to the base game. If I tried to maximize the hourly value, I probably could have achieved better numbers with just a quick visual-focused DLC. But I am very happy with what I was able to add to the game and I think it definitely was worth it to make.

    Some things I think had a positive impact on the numbers:

    • The DLC was released relatively soon after the release of the base game (~8 months after).
    • I put the base game on discount when I released the DLC
    • I have an ad in the base game for the DLC ("DLC available, click here for more details")
    • The content in the DLC was generally well-received and I personally think it provides good value for the price.
    • I put effort to market the DLC on release (the marketing wasn't as effective as with the release of the base game, but a few youtubers still made a video so it was worth it)

    Edit: Here's the game and the DLC:

    https://store.steampowered.com/app/1097530/Mortal_Glory/

    https://store.steampowered.com/app/1324470/Mortal_Glory__Fresh_Blood_DLC/

    submitted by /u/AuroDev
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    I Made a Tutorial Series in Unity for an RPG like Pokemon using Clean Coding Practices. Currently, it has 50 videos covering features like Turn-Based Battle, Experience/Level Up, Party System, Status Effects, NPC/Dialogues, Saving/Loading etc. Tutorial link in comments.

    Posted: 02 Jun 2021 09:54 AM PDT

    The UE tutorial we made this time is pixelation effect. Hope this helps everyone! Have fun watching!

    Posted: 02 Jun 2021 06:27 AM PDT

    When do you guys admit and goes like "Yeah this game is a failure, I should give up on it" ?

    Posted: 02 Jun 2021 05:27 AM PDT

    Hi

    How do you guys know that its time to stop working on a game because its not gonna do well anyway.

    I made my first game which went like shit than I updated and added some stuff but its still where it was. I don't know if I should work on it more or just let it go.

    How do u guys decide that?

    submitted by /u/Stranger_404
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    Why do people insist on wanting to develop games "without coding"?

    Posted: 02 Jun 2021 07:56 AM PDT

    I've seen it become a salient feature of many game engines: visual scripting. Why? Learning to code not only helps you structure your work but also helps you communicate your ideas better. Also I find that programming trains your brain in more than one ways. If you learn one language, most of the core concepts of programming remain the same and the extra effort you need to make to learn another steadily declines. Coding is not impossible to learn and programming languages exist in many levels of difficulty (from C++ to stuff like Godot's GDscript). Yet, instead of investing time to learn how to code one step at a time, several people reject the idea of programming altogether and insist on wasting time in learning visual tools that not only are particular to a specific engine, but also lead to unnecessarily complicated and counterintuitive solutions. Wanting to learn game development without code is like wanting to learn to paint without colors or a canvas: sure you can use a stick to draw lines on the sand but it's better to first learn the basics and build your skills from there. What would be the arguments in favor of a no-code approach?

    submitted by /u/siorys88
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    Here's a short Unity tutorial about how to use time in shaders for animations! A useful technique! Link in the comments

    Posted: 02 Jun 2021 09:21 AM PDT

    Are there any statistics for iOS paid apps in terms of impressions, page views and installs?

    Posted: 02 Jun 2021 09:44 AM PDT

    I've released a paid game recently on iOS and in my analytics dashboard I can see stats about impressions, page views and conversion rate. This is fine and all but it's a bit irrelevant if I can't compare it with market data. I tried googling to see if I can find anything about what numbers are "good" numbers but I couldn't find much.

    Anyone might have resources related to this kind of data?

    submitted by /u/pacificz
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    GameDev journey - Discord-based GameDev beginner community!

    Posted: 02 Jun 2021 06:49 AM PDT

    First-time we posted we got 7 members. The second time we posted, we received additional 10 members. Now after 3 weeks since our Discord channel's creation, we are making our 3rd recruitment post. The server currently has 11 members (a few inactive ones were kicked). The server decided that the max capacity should be 20 members! So we are currently looking for 9 new members to joins us.

    The point of joining GameDev journey:

    • Every day we share what each one of us accomplished today regarding their GameDev progress. It can be as small as writing 1 line of code, or as big as submitting their game to Game jam. Basically whatever you did today to become a better game developer, even if it's only by 0,0001%.
    • At the start of the week, every member sets a weekly goal that they plan on achieving by the end of that week. At the end of the week, we share that goal.
    • We share the art, projects, scripts that we created ourselves. Constant support and motivation.
    • We share useful resources for game developers
    • And the main one - we motivate each other and support
    • We create this family-like atmosphere where everyone introduced themselves and can freely ask any questions or share the most trivial things, that they care about.

    The community is small and never going to be a big thing. If you are a beginner in your GameDev journey or simply a GameDev who wants daily motivation and puts it into daily work, think about joining our GameDev journey community!

    Also, it's natural that some join as lurkers, but you will be kicked out if you don't do daily/weekly progress which you share with us.

    Here is a link for 10 people https://discord.gg/5RynGq9g

    If the link isn't active anymore, but this group sounds like something you were searching for, then PM me.

    submitted by /u/toxicatt_
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    How can I fund my game?

    Posted: 02 Jun 2021 09:59 AM PDT

    Hi! I'm Kia. I'm working a on 2D RPG game for about 9 months. I funded the project by myself until now but I can't do it anymore. The game still needs about a year to be finished. I need at least $5k cad to be able to finish it. Can you please guide me on what to do? Is there any way to do it? I believe in my game but I can't do it without financial support anymore... Thanks for reading.

    submitted by /u/KiaPiaNo
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    There is a live Q/A with valve right now that i stumbled across about developer and marketing side of the steam. I hope it helps you to acquire some knowledge about publishing your game in Steam.

    Posted: 02 Jun 2021 09:52 AM PDT

    Any flash developers out there?

    Posted: 02 Jun 2021 09:11 AM PDT

    Okay ,so I know that Flash is dead but it is still useable and therefore I need to find some flash developers cuz I don't know a shit about that , there are still any flash developers out there?

    submitted by /u/ilan0098
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    making game mods to practice/learn to make full games later?

    Posted: 02 Jun 2021 11:49 AM PDT

    just wondering and how viable or useful this idea is or how many people have done this way?

    Played a little with the starcarft2 map editor to create custom maps to play vs friends so no custom game, and another community that I follow is Dota2 with a community of people making custom games with various genres.

    so any valid reason to create custom games or might as well create a game from "scratch"?

    then I heard of "gary's mod"? sry for spelling for I've never played with it (shame on me haha)

    submitted by /u/AJZullu
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    Hyper Casual / Voodoo dev. contract

    Posted: 02 Jun 2021 11:46 AM PDT

    Hey everyone, I have developed my third unity game (its the first good one) and I want to publish it. I heard Voodoo is a good publisher. But I am scared that they will steal my idea when I say no to their contract that I don´t know right now. Does anyone has an Voodoo developer contract that I can see? I am just scared to get ripped of...

    Thank you very much!

    submitted by /u/markidergrosse
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    I need advice.

    Posted: 02 Jun 2021 10:34 AM PDT

    Ok so I need some help. I have been wanting to make a game for about a year and a half now but I have not found a good game engine to use. I like the coding aspect of making games more then anything else. I have tried Godot, unity, unreal engine 4, pygame, c++, appgamekit and Construct 3. But none of them felt right or just didn't work. I still want to make games so I'm asking for advice on what game engine/coding language should I use.

    submitted by /u/Nagiboi09
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    Tutorial about scrolling textures for particle systems - a flexible technique for high quality spell effects (Godot Engine, code available on Github)

    Posted: 02 Jun 2021 10:28 AM PDT

    Examples of Games with Characters that Realistically Un-Ragdoll?

    Posted: 02 Jun 2021 10:26 AM PDT

    So I was watching a review for Echo (2017) and realized that one of the big reasons why that game constantly fades to black is because enemies need to be reset, including ones that you've killed/knocked out. During this reset any downed enemy, which currently exists as a ragdoll, is respawned and reset (as well as other stuff not relevant to this question).

    Now I have seen games where enemies can get up after being ragdolled, but it usually looks janky as hell. Essentially they "snap" from their ragdoll back to a static "downed" animation, then play a "get up" animation. But that snapping almost universally looks terrible. So does anyone know of a game where characters more organically and realistically recover from being ragdolled? Is the programming challenge here just too complex, hence why it's not more of a thing?

    submitted by /u/IAmTheClayman
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    Unity 3D and ProBuilder - Low Poly Character Build - Wall-e - Built in 1hr 15min

    Posted: 02 Jun 2021 10:09 AM PDT

    Unity or Unreal Engine 5?

    Posted: 02 Jun 2021 09:59 AM PDT

    I've spent all of my time so far as a solo developer in unity, and I don't really find myself wanting to switch to a new engine, but seeing Unreal Engine 5 and its features had me surprised. The features blew me away.

    I have around a year in experience, and I feel that it's not too late to switch. Should I stick with unity? Should I switch full time to UE5(when it's fully released)? Both?

    submitted by /u/No_Yogurtcloset3443
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    What's the best way to plan a story game?

    Posted: 02 Jun 2021 08:50 AM PDT

    I have this idea for a game, and its story based with similar controls to Life is Strange (Not the rewinding, just the controls and inspecting items, etc.), but as I'm trying to plan this game out I'm struggling. I'm currently creating a mind map and flowchart to get it going but struggling to flesh it out. What's a good way to really get it going?

    Also, sort of out of context, what's a good subreddit when asking people questions in a case study like fashion? It is for my game haha.

    submitted by /u/jjobson98
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    (Part 2) Low poly style (3d concept art) Windmill in Blender 3D

    Posted: 02 Jun 2021 01:06 AM PDT

    Procedural digital screen material for cycles and Eevee | Blender tutori...

    Posted: 02 Jun 2021 06:42 AM PDT

    I am taking too much time perfectly polishing the game as I am developing

    Posted: 01 Jun 2021 05:19 PM PDT

    I am a miserable perfectionist when it comes to creation, and I am catching myself spending way too much time on making my game in a final state of where I want them to be. Yes I can just draw up a shitty temporary sprite and call it done (and come back later to polish! This is the important part!) but this is extremely hard for me as doing this will make my assets look off from the current game look I am going for. I am also scared of losing my game feel once I start adding too much temp sprites. How do fellow devs here go about this? I've spent 3 days in a row on a UI while having little done and its so frustrating :(

    submitted by /u/agent0range_
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