1.) What other factors am I looking to other than tools such as UE4?
2.) Where exactly should I introduce my game? Should I look into GreenLight on steam for example?
3.) UE4 only takes 5% of sales right? How does this work? Could there be an auto-matic payment system for this?
Talking about making it to the game industry (possibly as an indie) with an offline game, not online.
Programming, Design Concepts, something… this is pretty broad…
Everywhere you can. Indie Game Contests, everywhere… the more people that learn that you game exists the better, at least if it’s an interesting game and concept idea.
For Each Quarter of the Year (3 Months), you pay Epic 5% on Gross Sales Over $3000, so, if you sold you game and over 3 months it only made $2900, you pay Epic nothing… then the next 3 months it has $3100 in sales, in that case, you keep $3000, and then on that $100 over $3000 you pay 5% or Epic Gets $5.
Epic doesn’t tell you what to price your product at, but I am guessing Steam won’t sell anything for less than $1… just based on never seeing anything with a base price for less. Also, from what I have heard Steam doesn’t necessarily give you the option of opting in to all of their promotions so sometimes you game may be on sale without your discretion(at least that is what I have heard). Other than that, I don’t think Steam tells you what to set the base price at.
1.) What other factors am I looking to other than tools such as UE4?
2.) Where exactly should I introduce my game? Should I look into GreenLight on steam for example?
3.) UE4 only takes 5% of sales right? How does this work? Could there be an auto-matic payment system for this?
Theorethical knowledge about how games realy work, that means not “i have played games for decades” that more means: “I know why mechanics work dynamicly and why some thing look bad from the outside but work fine in the inside”
Start in a community or on indiepages, build up your own small community and then let them do some word spreading. Thats the beginning.
2.) Marketing is a complicated issue and is a large part of what whats games successful or failures, there’s been a lot of talks and write ups about this, way too much to fit into a few sentences. And there’s different approaches as well. There’s the weekly/biweekly/monthly updates approach where you are constantly updating potential consumers, and there’s the media bomb approach where you try to make headlining news on a bunch of different game news sites. You can try to do both as well, they aren’t completely mutually exclusive, but one approach might work better for certain types of games. Same games are ideal for kickstarter and greenlight, but I would suggest trying to have some sort of prototype before doing a crowd funding campaign.