-Erik L. Elmore
Where does the money come from?
For Paintball NET, we developed the game in 2 stages: first the server (which could support MUD-style vt100), and then the Windows 95 graphical client. Development of both was in our spare time (we both had full time jobs and families). We started by running the game from my ISP shell account. After a while, the game was making enough money that we bought a domain name (paintball-net.com) and leased a full server to be our "main" server. Since then, we've done several major development upgrades of the game and we've added a couple more servers.
We used the income from Paintball NET (and from our full-time jobs) to fund our next project, Artifact. About the time Artifact went into public beta, I left my full-time job (though my partner still maintains his). Artifact went into general release in October of this year, and is growing. We have 2 full and 2 partial servers currently running about 16 games, and we're about to add another full server to host another 8-10 games. Artifact is still a few months from "breaking even" and repaying all development costs incurred (excepting time of the developers, of course; I'm referring to licensing fees, server leasing charges, etc).
If you're willing to take it slow and persist, just about any game (or other software) you choose to develop can turn a profit.
For us, the plan has been to create income streams with each project to help fund the *next* project. That way we're not dependent on outside funds and have the freedom to develop what we please. So far, we're progresing according to plan (even if Artifact did take an extra year to develop than we originally thought ;-) ).
------------------
DavidRM
Samu Games
Hope this helps.
Derek
------------------
Derek Licciardi
[This message has been edited by kressilac (edited December 21, 1999).]
Plus, as an added bonus, my work has some very nice development tools, so in my downtime, I can use them and the documentation to do some debugging.