Essays about game development, thinking and books

Preparing a business plan for a game on Steam

Earning millions is easier than ever. I'll tell you how :-D

Earning millions is easier than ever. I'll tell you how :-D

When I posted my final presentation [ru] (slides) for World Builders 2023 (my posts, site), I promised to tell how I made a roadmap and a financial model for the game. So, here they are.

At the end of this post, we will have:

  • A brief strategy of our company: what we do, how, and why.
  • A table with our beacons — successful games roughly similar to what we want to make. Similar in gameplay, team size, budget, etc.
  • A composition of the team we need to assemble.
  • A roadmap — a development plan for our game.
  • An outline of our marketing strategy.
  • A financial model — how much we will spend, how much we will earn.
  • A large number of my caveats throughout the post.
  • Jokes and I hope witty remarks.

All the final documents can be found here.

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Grainau: hiking and beer at 3000 meters

How it all looks from the ground.

How it all looks from the ground.

For her vacation, Yuliya decided to show me the beautiful German mountains and took me for a couple of days to Grainau — it's a piece of Bavaria that's almost like Switzerland. At least, it is similar to the pictures of Switzerland that I've seen :-D

In short, it's a lovely place with a measured pace of life. If you need to catch your breath, calm your nerves, and enjoy nature, then this is the place for you. But if you can't live without parties, you'll get bored quickly.

What's there:

  • The highest mountain in Germany plus a couple of glaciers.
  • There's skiing in winter. If you really need it, you can find a place to ski in summer, but the descent is short, and the lifts are turned off.
  • A large clean lake and a couple of smaller ones.
  • A huge number of trails for hiking.
  • A huge number of waterfalls, streams, and a couple of mountain rivers.
  • Restaurants with beer.
  • Beautiful fallen trees in the forests, private property, fences, cows with bells, and "racing tractors" (I don't know how to name this phenomenon better, but tractors are moving fast there :-D).

This is briefly, and now in detail.

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«Slay The Princess» — combinatorial narrative

My favorite version of the Princess.

My favorite version of the Princess.

It's hard to impress me as a player and even harder as a game developer. The last time it happened with Owlcat Games in Pathfinder: Kingmaker, when they added a timer to the game's plot.

But Black Tabby Games managed to do it. And they did it not with some technological complexity but with a visual novel on a standard engine (RenPy), which is cool in itself.

I'll share a couple of thoughts about the game and its narrative structure, while I'm still under the impression. I need to think about how to adapt this approach to my projects.

ATTENTION: SPOILERS!

If you haven't played Slay The Princess yet, I strongly recommend you to catch up — the game takes 3-4 hours. You'll not regret it.

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Procedural news headlines without complex text generation

A screenshot of the interface for selecting a news connotation (from the prototype of the game about a news agency). News: the arrest of a teenage witch for drunk driving.

A screenshot of the interface for selecting a news connotation (from the prototype of the game about a news agency). News: the arrest of a teenage witch for drunk driving.

From the player preference survey, I gradually moved on to working on a game prototype.

The game will be about a news agency. You will be the chief editor, and your task is to manipulate public opinion by investigating events and choosing a connotation of news: where to draw the public's attention, what to hide, in what tone to present themes, etc.

Therefore, the whole game will be around the text of news.

Creating large blocks of detailed text for each news item looks pointless — the game is not about reading news but about managing them. Therefore, it makes sense to build interaction only around headlines.

But how can we make the displaying of news both interesting and simple?

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Hello, World!

Nice to meet you, friends!

My name is Aliaksei, but feel free to call me Tiendil — it is my nickname for the last 20 years or so :-)

A few words about me:

  • By occupation, I am a software developer, mostly backend, mainly in Python.
  • For most of my career, I've been working in game development on big projects and own indie games.
  • I like playing games, reading books, and writing long-reads about partially complex topics.

You can find more about me:

This is my first blog post in English, but not the first one in general. I have blogged in Russian for a long time and have always wanted to share my thoughts with the English-speaking world. At last, I found some time to adapt my blog, and here we are!

Most of the future posts will be bilingual (English & Russian). Also, with time, I'll translate my most interesting old posts.

Once again, nice to meet you! Feel free to contact me by any means.