Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

First Line to First Dollar

A complete course to help you go from concept to publishing and earning your first dollars with your games · By Pigdev

Habemus Syllabus Sticky

A topic by Pigdev created Jul 04, 2024 Views: 276 Replies: 6
Viewing posts 1 to 4

Hello everyone!

With new members joining the course, I decided to make a fixed post to showcase the current syllabus, as some of them didn't get the email.

I also got amazing feedback regarding the syllabus sent to your email past week, and I have to say you guys are the best. Some of the suggestions intersect and I think using this community forum can be a good place to move forward with the discussion. Without further ados, this is where I'm going to post and keep you updated about the planned content! The current syllabus follows bellow:

First Line to First Dollar Syllabus

Note that, as mentioned in the pre-sales launch video, I plan to get other professionals involved in the project to help with the content that I'm not a specialist. Namely, I'm the one responsible for the design and development content so you will notice that the content in the productionrelease, and publishing modules is still a bit vague.

ALSO, I want to get the ball rolling already, so I decided that it would be of great value to start with what I'm good at while I'm finding good people to help me with the parts I'm not as good. So, I decided that we will start the production with the third module, Development.

Throughout the Development module, we will build a nice 2D Pixel Platformer using the assets from PixelFrog's Kings & Pigs with our own twist.

Level 1 - Design

  • Introduction to Games
  • Main Game Genres
    • Action
    • Adventure
    • Strategy
    • Mixing and Matching
      • Subgenres
  • Game Design Principles
  • Introduction to Player Psychology
    • Core motivations
    • Types of players
    • Skill Atoms
  • Incentive Systems
    • Machinations
  • Progression Systems
  • Game Loop
  • Prototyping Methods
  • Game Business Models
    • Retail/Unit Sales
    • Subscription/Membership
    • Advertising
    • Microtransactions
      • InApp purchases
      • Season Pass
      • DLCs
      • Loot Boxes
    • P2P Marketplaces

Level 2 - Production

  • Introduction to Project Management
  • Project Cycles
    • Art production cycle
    • Design production cycle
    • Engineering production cycle
  • Market Research and Target Audience
  • Resource Planning and Budgeting
  • Iterative Methodologies
  • The Importance of Post-Mortems
  • Post Production Kit

Level 3 - Development

  • Introduction to the Project
  • Understanding the Project Structure
  • Setting up Godot for 2D Pixel Platformer
  • Importing and Implementing the Art
    • Using Tilesets and Tilemaps
    • Integrating Sprite2D. AnimatedSprite2D, AnimationPlayers, and AnimationTrees
    • Turning raw audio files into AudioSamples and AudioStreamRamdomizers
  • Implementing the Core Gameplay
    • Basic platformer movement
      • Moving
      • Jumping
      • Moving platforms
      • Path Following platforms
      • Environment aware platforms
    • Advanced platformer movement
      • Wall slide and jump
      • Pass-through jump
      • Coyote jump
      • Buffered jump
    • Creating the Combat System
      • Health system
      • Hit and Hurt boxes
      • Static hazards
      • Dynamic hazards
      • Melee enemy
      • Ranged enemy
      • Kamikaze enemy
    • Designing the Reward System
      • Score system
      • Collectibles
      • Dropping system
      • Breakable objects
    • User Interface
      • Health bar
      • Score counter
      • Main Menu
      • Options Menu
      • Input Remap Menu
      • Pause Menu
    • Implementing the Core Game Loop
      • Level design
      • Game progression
      • Save and Load
      • Win and Lose conditions
    • Polishing the Game
      • Adding Visual Effects
      • Adding Sound Effects
      • Debugging and Optimizing
    • Exporting the Game
      • Creating multiple presets
      • Understanding export options
      • Exporting multiple presets
      • Patching

Level 4 - Release

  • Understanding release platforms
  • Release Milestones
  • Setting up itch.io butler
  • Setting up SteamWorks
  • Steam release pipeline
  • Adding Steam Features with GodotSteam
    • Initializing Steam
    • Authentication 
    • Rich Presence
    • Avatars
    • Leaderboards
    • Removing Steam for Multiplatform exports
  • Planning a release checklist
  • Creating your itch.io page
  • Creating your Steam page
  • Post-launch support
    • Content Update and Patches
    • DLCs
    • Steam/itch.io communities
    • Steam/itch.io supporting
    • Steam/itch.io public relationships

Level 5 - Publishing

  • Developing a Marketing Strategy
  • Identifying potential partners
  • Creating and Managing Community Spaces
    • Hosting Community Events
    • Rewarding and Recognizing Contributors
    • Handling Community Feedback
  • Social media campaigns
  • Creating Promotional Material
  • Building a Press Kit
  • Engaging with Press and Influencers
  • Coordinate the Game Launch
  • Post-Launch Support
  • Creating the Post-Mortem
  • Maintaining the Community

People suggested adding a module to publish on Android platforms, namely the Playstore.

To do that, I'd need to spend some extra time on research, it's been a while since I worked with Playstore and how to export Android Apps from Godot Engine, which needs some extra work on our development environment.

What do you think, is this a priority for you or can this come as extra content after we finish the current topics?

I reckon have it as extra content after the current topics are finished. I think it could be a little bit of a can of worms especially when the play store decides to upgrade the minimum version of the android SDK and dealing with keys and what-not. Just a lot of minutia to get bogged down with instead of getting stuck into the nitty gritty of game dev. Just my 2 cents.

(+1)

I'd say extra content. The documentation available out there is enough for at least the basics (I could easily figure out how to build for Android and side-load an APK), the play store does not seem tricky to figure out - the integration with Google Play a bit more so. Plus the kids keep on asking me to publish our WIP game on Steam instead... But I do think that would be useful to have it on longer term.

Indeed!

It will be nice nonetheless to have it, but it will come as extra content.

(+1)

To me it's okay if it's extra content, perhaps because I don't really consider mobile as a true gaming platform but people may find it an easier platform to monetize so... I'd say it's equally important from the perspective of someone trying to find what kind of business works best them

(+1)

I agree, especially because this would mean having a project compatible with Android, which is not the case for the Level 3 project, so I'll see how I'll deal with that, but definitely will have as an extra.