Plans for 2016
Hey folks. Time to talk about my plans for 2016.
As you may have heared earlier, I want to release my first own commercial game in the end of 2016. After I have released tons of little freeware games, it's the next logical step for me. But releasing a game commercially doesn't mean that I will simply just put a game into some stores. No. I will polish the game until I think it's reasonable to pay some money for it. And I will also do some research and marketing. Yes. I'm also interested in doing things that a lot of other developers hate ;-)
What kind of game will I release? An action-tower-defense-dance game for computers with dance pads. Sort of. I know it might not make sense economically. But my main goal is not to make much money with this game. I want to learn about he process of releasing a commercial game with everything that comes with that. So I will do some research about the rhythm- and dancing games market for example. Sure, you can still argue that this would make more sense if I would release a game on a big market. But for me its more interesting to explore a game genre that is a kind of a niche of a niche.
Through my study course at the Cologne Game Lab I'm also got more interested into games history and culture in general. So when I did my first researches in the rhythm games sector I was impressed that there are still people who play these “Machine Dance”-games today. And there are communities for these kind of games. But when you think about it, it's not THAT surprising. Because since the internet was invented, there was a place for everybody somehow.
Anyway. It will be an interesting “journey” for me. Besides this project I will still do some smaller games on game jams and alike. But the dancing game will be my main project for 2016. And before I left you, here a little prototype screenshot. Next time I will tell you what the game is really about. Cheers. See ya soon.













