Musings on Mining, Harvesting, and Resources – Astrobase Command Dev Vlog Update

A little while ago, I took a camera to one of our team meetings. It turns out we were mining intellectual gold at the time, waxing poetic about the mining, harvesting, and general resource dynamics that Dave is developing for Astrobase Command.

Although the intention at the time was to capture some B-roll footage for an upcoming game trailer, some of the information helped address a question that Ethan asked us on our forums. It has the added bonus of showing something slightly more visually interesting than what we’ve been posting in our first set of vlog updates. Indeed, viewers get to spend a little over five-and-a-half minutes basking in glorious HD shots of Dave and Adam talking. A rare privilege any way you look at it.

So, without further ado, here’s the interview.

The finances of independant game design – Hitbox Team postmortem

Dustforce (www.dustforce.com)

Dustforce (www.dustforce.com)

The Hitbox Team financial postmortem provides a candid overview of one independent game developer’s financial status one year after the launch of their game, Dustforce. It is a rare opportunity to gain a glimpse into such typically closely-guarded aspect of game design. Anyone who is interested in game design needs to keep an eye on the business aspect of their project, since it does no one any good to have to can a project and dissolve the design team because there isn’t enough money to deliver a finished product. It is nice to see some concrete figures. They will doubtless prove invaluable to other indie developers as they tackle the challenge of bringing their visions to reality.

The key takeaway: if you’re indie, you’d better not be in it for the money. Design games because you love to, and you want to bring a unique experience to others. If you do a really good job, you’ll make enough to allow you to do it all over again.