![]() The following costs aren't for this game specifically but for my game dev in general: i make art in clip studio paint ex, which is a one-time purchase usually at 219 USD, but i bought it at half off. i made the main font for languages that use the latin alphabet, but the other fonts are ones licensed under the sil open font license. i have made some donations for the free tools used but i am not including them in the costs here either since that would have been done whether or not i made this game. ![]() for editing sound effects, i used audacity (also open source and free, though i think there was a bit of hubbub about google analytics in a pull request recently). Most of the tools i used to make the game were open source and/or free. the game engine i used is ren'py, which is open source and free, and i used vs code (also freeware) for the actual coding. as such, i'm not including the costs here. (i did the english and japanese texts myself.) however, this was just something i wanted to do - to be frank, judging from the regions of sales, having the game in german and korean has not really boosted sales much. With that in mind, here is a summary of costs. for simplicity's sake i'm going to be talking about everything in USD since that's the currency i accept on itch.io, but most of my purchases are in JPY.įor the game itself, there were one-time costs for the additional translations required for german and korean. I haven't really released a paid digital game before (i have, however, released a paid zine and a physical card game) so i wanted to talk about the stuff that crossed my mind as i tried doing all this for the first time. there are general living costs but those would exist with or without this game. similarly, sdhizumi composes music and sells it independently on bandcamp but has a separate day job too. as such, i don't really have a proper budget for this game outside of the time i put into dev and sdhizumi put into music. any money made from games is just going back into my games, through me buying software/assets, paying translators, &c. I am not a professional dev by any means - i have a day job and freelance projects which pay the bills. the remastered version upgrades the games from 720p to 1080p, have reworked art and music along with other additional features, plus an all-new epilogue. i ( npckc) did the story, code, and art, while sdhizumi did the music (with a couple of tunes from me too). ![]() (spoiler alert: in my opinion, it's doing ok, but numbers-wise, it's probably pretty bad!) about the game & some background infoĪs a quick summary, A YEAR OF SPRINGS is a remastered visual novel trilogy of three free visual novels that were originally made for various game jams. i also want to share numbers for how the game is doing. Hi! it's been one week since i released A YEAR OF SPRINGS so i'm going to talk about how i did (or rather, didn't really do) promotion for the release and what effects that may have had.
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