Question about developing games

when games start to get trending such as "steal a ...." games, people tend to make their own spin on it.

when it comes down to the UI, developers and studios usually use the same vector packs from online, etc and they also get their sounds online or from the toolbox. same applies for VFX and 3D models i suppose.

i see many people releasing these spin offs within a week or 2. my question is, how are they able to make a spin off game that quickly? there’s possibly only 2-3 people working on it per studio / group as well.

  • does it come down to a lot of programming experience?
  • are they using open sourced module scripts and slightly alternating it for their games?
  • what techniques are they using to deliver these games so quickly?

just a few questions that spiked my curiosity. thanks!! :slight_smile:

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My gues sis that most of these games just aren’t that hard to code. And as you said yourself, the assets are already ready to be used and I guess they could also have like an easy-to-add pet system or stuff that is used very frequently. And once you got the foundation for that type of trend game done, you can make spin-offs really quickly :smiley:

This is just a guess though as I have never made such a game :slight_smile:

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Well 2 things sort of happen, one, when your doing it enough your not just fast you have templated everything at that point. Most monetization strategies you have made in past you can just import, a lot of your Ui can just be slightly tweaked, inventory systems etc the things that take time all done in advance.

Studios buy games. Like- a lot. They play the numbers, if they spend 100k USD on 14 games that are losers and the 15th game is a winner you’ve most likely turned a profit or atleast broke even.

Anyways when studios buy these games they usually hire managers for the games lifecycle and these managers typically share assets with each other to produce other clone games for the company.

If your game has gained over 2 million visits you’re pretty much guaranteed to be reached out too. Even some of my projects that have barely cracked 500k have been scouted

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When you make one "Steal a ___ " game, save the core as a template, so you can mass produce them

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Solo? lots of experience and long hours until it’s finished.

Dev team? you could probably finish it in one day if everyone is working together almost perfectly and working hard

I (solo) can recreate (spin-off) almost any non-complex game in around 3 days if I work around 10 hours each day. I can only imagine what’s possible for those who have a team of 3 hard workers.

Roblox games are generally super easy to program, and most of the time I just find myself rewriting the same old code that I have for previous games again and again. Experience makes it super quick as I hardly need to research anything… I just get on with writing that memorised logic.

Pre-made assets and modules would probably help speed up the process for the less experienced developers, as you essentially said. Other than that, it all comes down to pure experience or number of team members.

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thank you guys so much for the feedback! your responses gave me a lot of insight and i learnt a lot from all of you guys. i appreciate you lot taking the time to respond to my post. have a good one! :v::call_me_hand:

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The idea of slop factories now baffles me. I wonder if there are groups out there that have hundreds of games with the same concept yet slightly altered to print money.

same core lol, same everything just a reskin, like I said with my statement just make like a template to use, and reskin it!

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wow yeah christ, those 3 games are owned by the same guy. that copy & paste template method is madness.

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Thats ima start doing atp :joy:
free money method

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