I looked into that quite a while ago. The gist was something like this: The vehicle combat genre is incredibly small on Steam, which I chose to pursue as a possible blue(r) ocean. Looking at other vehicle combat game sales through other places, sales are also incredibly small. Mech games have a very similar issue, though a slightly (but only slightly) larger audience. Both niches is just very small by comparison.
Thanks! Great question, there's a lot to unpack here. A couple thoughts: I think it's important to differentiate "fast" from "careless". You can quickly develop a product (game or otherwise) by staying super focused on just the core pieces that matter. You also don't have to develop every system fully. For example for AI that hide behind barriers you could simply have them stand there and use this as a test build with players rather than fully implementing the AI behavior, animations, etc. You'll get tons of feedback, and probably the same feedback, that you would have otherwise much more quickly. Inevitably though you will find bugs or choose to leave things "kind of broken". As long as you're tracking the work somewhere you get to choose when/if you fix them. If you happen to remove the associated feature entirely at some point, you just saved yourself time by not fixing those bugs immediately.
Great video!
Hey man, thanks for sharing your experience and giving advice. Best of luck 🙂
I feel like vehicle combat actually has lots of potential, but you needed to embrace mechs. The little buggy was a bit plain.
I looked into that quite a while ago. The gist was something like this:
The vehicle combat genre is incredibly small on Steam, which I chose to pursue as a possible blue(r) ocean. Looking at other vehicle combat game sales through other places, sales are also incredibly small.
Mech games have a very similar issue, though a slightly (but only slightly) larger audience.
Both niches is just very small by comparison.
Good Video Mate :)
Nice
Great video! What are your thoughts on bugs? I feel that this fast development like you're discussing opens up games to many bugs.
Thanks! Great question, there's a lot to unpack here. A couple thoughts:
I think it's important to differentiate "fast" from "careless". You can quickly develop a product (game or otherwise) by staying super focused on just the core pieces that matter. You also don't have to develop every system fully. For example for AI that hide behind barriers you could simply have them stand there and use this as a test build with players rather than fully implementing the AI behavior, animations, etc. You'll get tons of feedback, and probably the same feedback, that you would have otherwise much more quickly.
Inevitably though you will find bugs or choose to leave things "kind of broken". As long as you're tracking the work somewhere you get to choose when/if you fix them. If you happen to remove the associated feature entirely at some point, you just saved yourself time by not fixing those bugs immediately.
I have some lego star wars stuff next to my computer too! :]
Gotta keep it fun! I'm a big Star Wars fan so no shortage of these kind of things