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Game Development

Contracting + publishing

As Galactic Melee is truly out of money I don’t have time to develop it significantly anymore. I’ve gone back to contracting and have taken 2 full-time contracts. Since I’m now used to working 100 hours a week anyway this is actually a reduction in how much I work a week. The contracts both pay […]

As Galactic Melee is truly out of money I don’t have time to develop it significantly anymore. I’ve gone back to contracting and have taken 2 full-time contracts. Since I’m now used to working 100 hours a week anyway this is actually a reduction in how much I work a week. The contracts both pay fairly but I’m not making that much because the money still goes towards repaying ongoing or past costs on Galactic Melee development.

On the positive side, one of the clients is a large publisher with both the potential funds and the genre interest to pick up Galactic Melee. Upper management has already expressed interest in looking at the game. Of course there’s a huge difference between a manager verbally asking to look at the game, and actually having the company publish it, but working with and knowing upper management on a regular basis gives me a boost over any other random developer. It’s still a long-shot, maybe 1 in 100 chance, but if it works the game would be published on a console as well as the PC.

One reply on “Contracting + publishing”

Dude,
Just to let you know I have been following your blog since you started. I haven’t seen many comments so I wanted to let you know that somebody is listening. Boy it’s been a painful journey. I made a few shareware games quite a few years ago and made a bit of money but as you have found out it rarely pays off as you would like. Every once in a while I get the itch to write another game but then I read your blog and the feeling usually goes away 😉
Anyway, keep your chin up. It sounds like you have learned a lot from this experience. You never know when that might payoff.

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