I’m looking at a whole different bunch of funding models to support what I’m trying to achieve with Sparkwood and 21. Currently, this is the iterations I am considering going forward with. It covers making games–which I love–but it also covers teaching folks stuff, promoting and being part of the open source community and selling merch based around original intellectual property.
The most obvious thing is to sell the games. Through platforms like GOG, Itch, Steam, Epic, Humble Bundle, the Sparkwood and 21 website and wherever else I can.
Now, I am considering making these games open source. It means I can still sell them, I just provide the code with the executable. I just have to be careful with IP licensing of characters, graphics, audio. And this is the bit that might not make it worthwhile to open source.
It might even be the case that I do blended releases: some games are open source and some are proprietary.
I’m looking into this more before making a final judgement.
Reducing tech stack costs
A lot of creative and gamedev software is subscription based or charges over a certain amount of success.
A lot of other creative and gamedev software is free (as in beer as well as freedom). This reduces overhead costs of subscriptions, fees and whatnot.
Streamlining this means that less money will be spent on the tech stack and so money made will go further.
I’m going to be open sourcing a bunch of tooling that I think other people might find useful. I want to do this because that is how I got started, mucking about with free things until it worked. I want to help people do the same.
Most of these tools will be released under the glorious MIT license.
If people do find these tools useful, then they can hit me up with a small donation via Ko-Fi, paypal, or librapay.
What can I say? I like teaching. This is a great opportunity to make some courses and teach people stuff I know. Platforms like Udemy and YouTube can host tutorials that I have made and Sparkwood and 21 can receive funding for this through paid access to the courses.
I’ve already set up and online e-commerce store that sells a classic collection of Sparkwood and 21 branded goods. It’s also going to be the place where I can release a whole plethora of goods related to each game release, soundtracks, art books, prints, DRM free versions of the game, and so on and so forth.
What’s good about this model is that it’s got a bunch of different streams of income and that should (SHOULD!) ease financial issues and steady the cash flow over the long run.
Let’s start releasing more games and see what happens.