Absence
A few months ago, after about half a year of weekly
posts, I stopped posting without warning.
Since then, I’ve been working on a game in Unity and it is
functional in the sense that pressing buttons results in things happening on
screen. It’s just the things that happen on screen aren’t yet the same as what
I have in my mind.
I’ve also gone round the houses a few times in Blender trying
to get a character model setup in a way that shouldn’t be a pain in the arse
for me later on.
But working on the game isn’t why I vanished.
The quit-my-job-to-spend-my-time-making-games thing started because I spent the last 6 months of last year depressed. And it was successful. Between February and August, there was only one period in April where work on the games was going badly enough that my brain decided to block all access to any kind of positive thinking. But soon things got better.
Then the Month of Games happened.
Sure, I’d managed to get 7 games done. And I wasn’t
expecting them to set the world on fire. But I was expecting a little more given
the investment I’d put in.
Crappy Bird and There’s Always a Bigger Fish have had a few
downloads across both Itch and Google Play. The Android versions reached double
digits in terms of ad requests, so it’s good to see that I coded the implementation of that properly,
but it’s nowhere near enough to generate any revenue. Not that I was expecting
them to given the amount of numbers you have to hit before any kind of payout is possibile – it would have been a small bonus if they did.
Heart of the Cards was basically dead on arrival. If I had
managed to finish the version I was going to release on Itch, it might have
got a few downloads, but based on the numbers the previous two games did, I’m
glad I decided against putting in any more effort than I already had.
The puzzle games had the most amount of effort put into them
by far. Coming up with the data for the solutions and all their hints took at
least 4 times longer than it took to develop There’s Always a Bigger Fish in
its entirety. Making these puzzle games felt like an actual job.
“But it’s the most accessible,” I kept telling myself. “So
it’ll probably do better than any of the others.”
A couple of days before they went live, I attempted to do Itch
versions to draw in the Itch audience. Testing revealed that the Share button
didn’t work on Itch because of permissions issues when accessing the clipboard,
so I stripped that out and made all the links point to the Github versions to
push players over to where there was more functionality. Everything else worked
in draft mode, but as soon as I hit publish, some more permissions issues
presented themselves which meant that saving and loading was not possible, so
the Itch versions had to be ditched. Should have called it Ditch.io.
Itch, the Play Store and Steam all have analytics readily
available so I can see views and downloads. Github doesn’t have that, so I had
to add a third party solution. While testing, I confirmed that it accurately
counted views even though the country was way off. So, after posting links and
publishing the post, I gave it a few days and checked the numbers to see how it
was doing.
0.
Not even a bot had followed any of the links to any of the 4
games.
I’d already spotted that Twitter’s algorithm had gone to
shit a few weeks beforehand, and was worried that it was going to get worse.
Instead of showing content from people that I follow, which is the whole point
of Twitter, it shovels shit from people I’ve never even heard of talking about
subjects I couldn’t give a fuck about. Given that all the best people have since left, it's unlikely that Twitter is ever going to get better, although I had ended up deleting my account shortly before the takeover happened.
But even if Twitter fucked up, there were still links from this
blog. I can see the views each post gets. And people had seen the posts, but
not played the games.
It doesn’t matter that someone in Italy has attempted to
make a crappy bird have a shit, or that someone in South Korea has been eaten
by a bigger fish, because nobody anywhere has tried to guess the name of a film,
and negatives always win.
I’d built it up in my mind that 4 games would be a big
surprise for the handful of people that read these posts, but the biggest
surprise was on me when it meant 4 times the failure that nobody played them. I’d
double Dooku’d myself. Quadruple the fall.
The motivation for the next project evaporated immediately.
It didn’t matter that I’d overcome my hatred of Blender to
successfully model, UV map, rig and animate (very badly) some models.
It didn’t matter that I have Unity sending and receiving
data from an API (that I have to run locally with some mad hacks because Amazon
keep refusing to take $1 when I try to get in to AWS and actually host it somewhere).
What would be the point in wasting the next few months
trying to finish something that nobody was going to play?