Hi all,
I'm new to the forums and hope this is the correct place to ask this.
I've lately been going over some ideas on how to develop a (hopefully) profitable game from beginning to end. I do have a small amount of money to invest on this, and professional experience in programming and project management, although not in programming games. This would be fine for a hobby project, I suppose, but if I want to make a product, I'd say a team and some more funds are required. The way I think, it's either try to find a publisher or go for crowdfunding. Here are some of my thoughts about this and I hope I can get some input from you also:
A) The most important point I see at the moment is to prove that giving me money to finish the game is a good idea. The most obvious way I thought was to build a demo of what I intend to build. Not a proof-of-concept, mind you, but really something you could play for a couple to few hours. Then I'd use this demo as a pitch of sorts.
B) The publisher path - I don't think publishers would waste so much time evaluating something. I expect then to go with a kind of 'professional gut feeling', to know what to look for very quickly. In this sense, I think investing less in assets and more in, say, video editing and concept art a wiser course. Gameplay length could even be abbreviated for this purpose. (Possibly interesting link relating to this https://www.gamasutra.com/view/news/309088/Video_30_things_to_avoid_when_pitching_your_game_to_a_publisher.php)
C) Crowdfunding path - I think people are a bit weary of game crowdfunding at the moment. It is very tricky to stand out and it's very important to give confidence that the project will be finished. Here I believe it's very important to give a more or less polished advanced Alpha type of build that would entice people to pledge.
I neither plan on making anything near AAA games nor RpgMaker type of game. I'm thinking thinking about a Diablo-like game, with some twists to mechanics and setting.
So, what would be your take on this? Feasible?