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This is a discussion on The Business Idea Dump within the Education & Career Talk forums, part of the Topics of Interest category; I'm going ahead with my online gaming company. I'm proficient to do the programming, already got the website purchased. My ...

  1. #101

    I'm going ahead with my online gaming company. I'm proficient to do the programming, already got the website purchased.

    My current idea is the micro-payment game, where a person navigates a maze with monsters and treasures. The treasures exist as digital assets that can be traded without need to use my website (blockchain asset on the bitcoin blockchain). Them being digital assets can also prove the rarity of the items, such as only 10 existing or something like this.

    Each time a person goes to play the dungeon, they make a micro-payment using a crypto-currency, I am thinking less than 10 cents per play, like an old fashioned arcade. I will be using a specific crypto-currency created for gaming, because I am able to invest in this currency now, and then when the game is released, my platform will increase the price of that currency on the market, allowing me to use someone else's currency as a vehicle to recoup a capital appreciation for my time invested, similar to how startups issue stock... except I'm using someone else's creation to achieve this.

    While this could diminish the sales revenue for the game, it alternatively should increase tremendously the profitability of what I make since I will reap a capital reward rather than a pure revenue-based model.

    Now, it could be the case that if my game is really amazing, I learn the legality of issuing a digital asset for my gaming system which then can be traded on digital asset exchanges. At which point, my game has its own decentralized gaming currency tradeable worldwide, and I reap the benefit of this to some extent.

    The initial game could serve to generate enough capital to fund future game development projects, or even software projects such as my decentralized accounting software idea.
    PowerShell thanked this post.

  2. #102

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  3. #103

    I got the first demo with the game engine running:



    !!!! I'm so excited! I just can't hide it!


    ---------------------

    God helped me on this one, started from scratch when I got home, and in 5 hours had an operational demo. ;) The engine runs all on javascript and HTML5, which is like the latest for gaming, it will support mobile gaming too.

    Then I got the content from an online site where you can buy content to use for games.
    PowerShell thanked this post.

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  5. #104



    Decided to use 32x32 sprites instead because it looks better. Got some other mechanics working too such as user controls.
    Old Intern and PowerShell thanked this post.

  6. #105

    I'm keeping a playlist going for each day of work I do, been consistent so far.

    https://www.youtube.com/playlist?lis...lmyFeNVc9WT8VZ



    Will be real nice when a combat system in there. Apparently, I have the option of selling the game on the app-store and going that direction, but I think that defeats the point of the type of game I'm making. But I may develop app-store games down the road, but probably stick to mini-games as those are more sell-able, I think.

    I could also package the unique scripts I am making for advanced game building, and license those separately as an addon to ImpactJS game engine. That could be very promising.

  7. #106

    Quote Originally Posted by Razare View Post
    I'm keeping a playlist going for each day of work I do, been consistent so far.

    https://www.youtube.com/playlist?lis...lmyFeNVc9WT8VZ



    Will be real nice when a combat system in there. Apparently, I have the option of selling the game on the app-store and going that direction, but I think that defeats the point of the type of game I'm making. But I may develop app-store games down the road, but probably stick to mini-games as those are more sell-able, I think.

    I could also package the unique scripts I am making for advanced game building, and license those separately as an addon to ImpactJS game engine. That could be very promising.
    Do you know anything about how to make money doing this? I'm just curious. It seems like there could be many levels of how popular you need to become, or how cool the graphics need to be - depending on who your market is? I mean, for example, something like candy crush seems simplistic compared to some of the big war games but money depends somewhat on the distribution?
    Razare thanked this post.

  8. #107

    I just realized YouTube is not that old, as a company. Or it is old - just that time flies.
    https://en.wikipedia.org/wiki/YouTube
    Razare thanked this post.

  9. #108

    Quote Originally Posted by Old Intern View Post
    Do you know anything about how to make money doing this? I'm just curious. It seems like there could be many levels of how popular you need to become, or how cool the graphics need to be - depending on who your market is? I mean, for example, something like candy crush seems simplistic compared to some of the big war games but money depends somewhat on the distribution?
    I know how to do it, I've never done it but I have game developed in the past on other platforms. And I can follow instructions well enough if I want to launch on the app-store, but all the tricks an nuances on how to market stuff the traditional way? No.

    With making your own programming content, it is all about making sure you don't violate someone else's copyright. For example, the images I'm using are open-license, but if I ever make it so I am making money off of them, I will have to list the authors and where their content is available and cite them as the authors, but I'm licensed to use the content they provided.

    But the game engine, I had to pay for that license, and I can distribute on an app-store any game I make with it, or sell the game elsewhere, or put it on a website for people to pay to play. But I have to "bake" their code so that it is no longer a distribution of their software license for development, but a compiled game that only runs what I built.

    The CocoonJS Launcher App: A Simple Tutorial | Ludei
    http://impactjs.com/ejecta

    So basically, the game I am making, could be done as an app-store game very easily... except I have a different profit model in mind.

    My profit model is similar to Hearthstone from Blizzard, where I sell things that people can optionally buy and play in the game. And to avoid credit card processing fees, and make my life simpler, I plan on trying to do only crypto-coin at first. I also have another motive to attempt to do it that way... (makes my game stand out in the crypto-coin community, and so I get extra hype because of the connection between my game and that community.) "See this game, he lets you keep the items as digital assets on the blockchain, and then also accepts these other alt-coins as payment!"

    Where as if I launched it normally a lot of people may not care.

    Furthermore, as a digital asset sale, I can do a pre-sale before the game is even launched, where I sell transferable digital assets on the blockchain to others, using Coinprism API. So people may pay before they even know how good my game is, just based on cryptocoin hype.

    Furthermore, BitCrystals is an example of a game which launched in this manner, with a presale to buy BitCrystals. BitCrystals now trade like stocks, and if you keep a % reserve for the crypto-token issuance, you can actually make a great deal from capital appreciation. If my token becomes worth $0.07 each, and I kept 100k of them, I potentially have $7k USD. And if my game lasts a while, could very well become more popular and worth more. So it creates something akin to an equity stake in my game, even tough it's not equity, but a digital asset related to my game.

    This creates a 2-fold profit model: direct sales, and digital asset appreciation... plus a unique marketing strategy to create game hype, that most app-store games never have.

    By making my game items digital assets, players can trade them like player cards or diablo II items, except keep them intact outside the game. Then also, I can prove item rarity.

    So if my game is popular and I want to raise some cash... I issue 10 super-rare items, and put $200 price tags on them.

    With Hearthstone model, you can end up making a great deal more than you ever did with a monthly fee.

    ------------------

    The engine I'm using, this is the level of quality that it is capable of doing:



    It is a game another developer spent time making, 2 years if I remember right.

    Also, ever since I was a little boy I wanted to be a game developer. When I went to university, the dream died because everyone said, "Oh game companies, everyone wants to work at them, but so few get in!" But now in 2016 I can pursue my dream to be a game developer. And I'm doing it as a 2nd job, so win win!
    Last edited by Razare; 03-07-2016 at 05:59 PM.
    Old Intern thanked this post.

  10. #109

    That cross-code game has an interesting profit model on indiegogo:

    https://www.indiegogo.com/projects/crosscode#/

    So you can even pay them 5k EURO and basically become a developer for a single level on their game. Which is honestly very tempting because their game looks fun if you like the retro-90's style SNES games. (My favorite type of game really.) But they have benefits for every price-point level, which is a unique way to do games these days.

    The nice thing about crowdfunded stuff is it is all pre-sale, you sell it and then you develop it... so money starts coming up front to cover costs if you're proficient at what you do.
    Old Intern thanked this post.

  11. #110

    @Razare awesome, I wish you the best, keep us posted!

    The crypto currency angle makes sense to., I'm a little envious, you seem like you have a good start or a good direction anyway.


     
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