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It's not just about communicating with your crew, but also your public. If you don't have a fanbase waiting for your work to come out, it'll be much, much, MUC
by thenomad 11y ago
It's not just about communicating with your crew, but also your public.
If you don't have a fanbase waiting for your work to come out, it'll be much, much, MUCH harder to achieve a successful launch. I'm very good at launches, and even so, I found that the years of silence really eroded the splash I was able to make with my project when I launched it.
That's why these days I'm making a point to keep on Twittering, blogging, HNing, and so on, even when stuff is months away from release.
- IronTowerStudio 11y agoI'd say it's nearly impossible. One of the biggest mistakes aspiring indie developers make is that they keep their cards close to their chest. They don't want to spoil the storyline, they don't want to share their ideas because someone might steal them, etc. Well, if you run out of steam because you don't have any support, there will be nothing left to steal and nothing to spoil. You have to share everything. If you tell people that you're making an RPG, nobody would care. If you show everything you have, discuss all your ideas, then people will get interested and will stay with you and support you by giving a fuck - the best kind of support there is.