Hello! I want to start developing a game BUT I want to make sure this is a good way of doing it.
Plan out the game
Find developers
Start development
Seek investors
Prep things for launch
Launch and advertise
There is what I THINK is a good idea but I want feedback first. If so here is a question for you long time devs, when you make a game and ask for developer’s then be willing to pay them, where do you get that money if you didn’t make a game yet? Do you get it from investors? Do you do commissions before they get the funds? Also what are some tips to stop development from halting and being abandoned?
In my case, I first earned robux by making games, making game and making games until some players were willing to buy products & gamepasses off of it.
What I would suggest you to do is:
Make your game
Advertise it by presenting it to your friends, publish it on social medias, etc. More players will acknowledge your game which will give you more chances of being known and trusted
My main advice would be to talk about the game as much as possible if you dont have the robux to sponsor it… robux will come after!
With making a game comes steps, You have a good start to making a game. But when the start of a game you need to make sure that its a good idea and players will come back to play your game for the long run, it will take your game to a whole other level for robux or plays. Anyway this was the only flaw I would do before making a game. Also for an step 7, I would add updates. All the rest it looks really good!
If you are a creator with no past projects and no legitimacy/reputation estabilshed as a developer, it is extremely difficult to assemble developers to work on a project with you, and this is amplified if you do not have strong experience or background in forms of management that extend past simple teams.
Although he is an accelerator, Soybeen is a fantastic example of someone you should try to emulate the workflow of in terms of generating and completing a brand new project, from scratch, with no previous base of players. He is a programmer over a modeler, yet he still made the models himself. he understood that hiring someone to do models or learning to make perfect models was much more work than just making acceptable models for all of his assets, and he focused on the elegant simplicity and heavy emphasis on retention with progression that you now see in Booga Booga.
Understanding what is nessecary and what is not (what the niche you are targeting cares about and what they don’t care about) is a huge part of building a game from scratch, that and willingness to sacrifice perfection in all things, especially when you lack the background of certain components.
This mostly applies to scripting, though. If you are a builder looking to make a game, and not looking to learn the scripting path, then It is a monumental challenge to convince a scripter to stay for the whole entire project (which is almost nessecary for uniform code) while builders can be picked here-and-there.