Talking about the Yotes Games financial plan going forward. The wheels of fate are now in motion. It's a race to see which gets me money to survive on faster, YouTube + Patreon, or Remote Mobile Game Development jobs.
2018-08-16 08:50:54 +0000 UTC
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Basically it's a red alert panic mode as I'm scrambling for ideas to make my YouTube channel interesting to follow. Gonna keep studying these HitFilm tutorials and writing out upload ideas.
2018-08-09 17:56:29 +0000 UTC
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Patreon Improvement
New Goal: $500 a month
I'm hitting some financially scary times and need to start stocking up cash and proving (to myself and creditors) that Battle Gem Ponies is definitely a game lots of people are willing to pay for.
Here are some notes I'm pondering over. I'd love to hear your two-cents on this Patreon boost plan because something compelled some of you guys to go all-in and support Battle Gem Ponies, and others to read my blogs weekly for years and still think "Nah. Thanx fam."
I'd like to see how to make this a more enticing and satisfying experience for everyone.
Explain Accumulative Tiers
- I need to clearly explain the concept that on THIS particular patreon page, it's possible to get into higher tiers by continuing to pay into your current one until you reach a threshold.
- For example, if you stick around on the $10 tier list for 3 months, you get the rewards of the $25 tier now too!
- Patreon tracks all that info for me, so it'd be easy to know who qualifies for what rewards.
- Needs a catchy name.
- Something like "Stacked Pledges", or "Pledge Pileups" any ideas?
Improve the Current Rewards
- Name in credits (not much more possible with that)
- Alpha Access (start making Patron exclusive preview builds)
- Full Beta Access ("Be the first to put it on YouTube!")
- Your OC Trainer In-Game
- pitch me your own witty pre-post battle lines
- I’ll interpret and edit them to fit well with the rest of the game
Possible New Rewards
- Generic NPC that looks like you (cheaper version of trainer reward)
- Generic Trainer of your choice named after you (even cheaper cameo)
- Access Behind the Scenes secrets I don’t even post about on the public development blog.
- Patron exclusive updates, real talk, and progress screenshots
- detailed info on game balancing
- Level / Scenario Previews
- Game files like select WIP source code scripts, sprite sheets, and audio files. (if you’re the kind of nerd who likes examining that stuff as much as me)
- See the secret estimated timeline for the game’s release (updated weekly)
- See each week’s development task list
- character notes & updates
- I’ll sneak in an easter egg of your choice.
- Some object hidden in the background
- Namedrop somebody somewhere
- Want somebody to say a certain meme? Only for you.
- (this could go badly in so many ways, I probably shouldn't)
- Your Name cameos in opening splash screen alongside copyright info.
- “This game was made possible by donations by generous Patrons like ???” name randomly plucked from list of high tier Patrons.
- Quarterly Transparency Posts detailing exactly where the money goes.
- Discord Server
- chat with me, I’ll check in everyday and respond
- Ask Me Anything
- Sliiide into my DMs
- (this could actually be a hinderance, and I answer any email or tweet soon as I see em anyway, kinda pointless)
- Shoutouts included on YouTube uploads (highest tiers thanked by name, personalized thanks too)
- Patreon votes on things like next video/tutorial/pony spotlight I should make next
- Monthly Video Chat
- Ill draw your pony OC in BGP pixel art form, just for fun
- concept sprite and overworld
- No ultra, just a quick big sprite and the mini version with a front, back, and side view.
- Bigger Shoutout Plug
- Really Emphasize the high donor shoutouts.
- Ad Banner widget on righthand side of my blog
- I link to your stuff on my blogs & videos?
- (doesn't this offer only work if I'm already famous?)
- Access to the WIP “Strategy Guide” I’m using to pace out the story. The game design document basically [SPOILERS galore]. (but do I really want the story spoiled for the people MOST hyped for this game? There outta be some secrets and surprises for you guys.)
- Polls to vote on concepts and game design decisions
- help me decide between story scenario A or B
- this plot twist or that one
- choice on alternate pony colors
- which ponies should spawn on a certain route
- what platforms to port to next
- which effect looks cooler for a certain move
- (basically be the tie-breakers every time I get too caught up on a simple decision)
- Early Access to post-launch DLC builds (Oatmeal Challenge Mode)
- Quick consultation for your own projects
- suggestions, tips, feedback, something to push you along
YouTube DevLogs
- Monthly DevLog Updates
- Voiceover or Just Text? (my voice may make it more personal)
- Show Off Coolest Improvements
- Timelapse of Some Kind in the background
- Demonstrate a Problem and How it Was Solved
- Tips for Other Devs
- Patreon Shoutout
Popularity Improvement
- YouTube DevLogs like other popular projects.
- Emphasize getting awesome rewards for donating.
- be immortalized in the game
- leave your stamp/hoofprint on this game’s development
- learn more about making your own games
- see your character brought to life
- see your OCs as Battle Gem Ponies
- The game is coming no matter what, but it’ll come a lot sooner if I don’t have to spend most of the day programming for somebody else.
- If you can’t donate but want to help, spread the word! Sharing Battle Gem Ponies with your friends is priceless and the true goal at the end of this. I want as many people loving this project as possible even if most can’t spend a dime.
- I’m even designing the free version of the game to be it’s own satisfying experience because I already know most people usually just checkout a free demo and maybe a Let’s Play before becoming a fan and deciding if they want to buy the game themselves down the road.
- Ask for Patron feedback on tiers and goals.
- Improve Patreon description with bold headers over paragraphs. The text should be easy on the eyes, concise, and persuasive.
- Update links in "Follow Us" section.
- On Patreon, Weekly DevBlog posts just be links, then “Development Update June 4th, 2018” followed by a quick summary sentence.
- On Fridays a Patron exclusive real-talk progress report goes up.
- explain holdups, current challenges, current task list
- mention any lofty goals in mind.
- Transparency posts at the end of each fiscal quarter. Show honesty and be educational about the costs of getting into development & game marketing.
- Always use big bold headers in patreon text to guide the eye. Others use this trick to great effect.
- Exclusive Patreon Alpha Demos. Let Patrons playtest levels not to be released til the game is finished. Get some feedback and improve certain segments of the game. (Maps like Dank Cave & Paragon Hideout)
- New monthly updated builds for Patrons with more polish & features. In addition to the highly polished public demos anyone can play.
- Share Art celebrating milestones. Look for any reason to shout "Hooray!"
Change Patreon Goals
Use clearer language to emphasize needing to get to the next milestone and we're soooo close to kickin' this up a notch.
“If we meet this next goal” or “every dollar past $??? goes towards…”
At least $100
At least $500
- no more “pay musicians early”, they told me they're fine waiting.
- cover basic living expenses so I can work on BGP without picking up a side job or making BGP into a side job.
- I can get by with $400 a month in my particular situation.
$500 - $1000 ($500 budget)
- marketing budget
- custom promotional art commissions
- spreading the word
- online merch (bigger budget, better merch)
- collab with great artists for unique stylish merch
- (I’ll see about making Patron Only discount codes a thing)
- Price Breakdowns
- $20-$50 for a custom art, fully colored, with background
- Cheaper ($1-$10) if I find a starving artist on DA
- $5-$15 for colored character art, add generic background myself
- Pay $200 upfront for a simple merch design commission
- Pay $300 for an extravagant merch design commission
- $500 for small/simple plushie designed for mass production
- $1000 for big/extravagant plushie designed for mass production
- $25 tier EQD Patron: 320x100 Banner Ad,
- $15 EQD editorial topic on pony combat viability TierZoo style
- $5 blog plug on EQD Twitter
- $7 YouTube embed on EQD thank you post with 140 char message
- $10 EQD staff will badly sketch any pony as a meme
$1000 - $1500 ($500 budget)
- pay musicians early (the minimum I promised upfront)
- invest in more team members or commissioned artists
- more pixel artists for tiles, pony animations, items, or npcs
- pay musicians for extra songs, or get even more musicians to lighten their workload
- hire video editors to make YouTube vids for me, so I just gotta script out what I want and provide voice recordings
- commission a comic series from multiple artists to promote the game, give backstories, explain lore, and demonstrate the pony personalities
- spend extra saving up to take the game to conventions
- Price Breakdowns
- promised musicians at least $600 each, even if the game fails miserably
- $30 might be enough for a talented pixel artist to improve a tilesheet
- Estimating at least $100 for a comic page
- I hear $30-$50 per video is a fair price for freelance editors considering the type of content I'm putting out there.
$1500 - $5000 ($3500 budget)
- convention/expo savings
- reserve panel/vendor spots at every brony and indie game convention possible in 2019-2020
- have a demo vendor booth & sell physical merch
- Patrons can come up in person and get some free stuff as thanks! (wouldn’t exist without you in the first place)
- Price Breakdowns
- $5K basic reusable game demo booth (supplies and storage)
- $1K per convention (hotel & flight)
- $15K professional gaming expo booth (floorspace, extra supplies, assistants, & travel)
- breaking down exactly where all that money goes outta be its own post
Any more than $5,000 a month in donations is just plain bonkers! I’d probably stack the excess on top of expo tour expenses and go demo the game in even more places.
Or maybe stash the extra cash away for localization post-launch. Get this game playable in every language! But I probably wont be able to afford the full translation bill until after launch, assuming the game becomes popular enough. Estimates point to professional localization apparently costing $12K per language for such a text-heavy game, and there's 7 main ones I want BGP to have.
In Conclusion
So what do you guys think of this Patreon revamp? I'm thinking about raising a big hoopla about it once the big demo is out and trying to entice folks to join the Patreon while I polish the game up for an open public release I'll be pushing onto mainstream YouTubers & games press.
In short, I think I need to start making more entertaining and frequent YouTube videos and also more enticing Patreon rewards if I want BGP to get the attention and support it needs to be a success.
What things do YOU think would help Battle Gem Ponies get more popular?
I'm up for any and all suggestions!
2018-08-07 22:15:59 +0000 UTC
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Lots of things are working better than ever, and lots more are sure to come. The real issue right now is seeing how much can get up and running before BronyCon.
2018-07-18 11:05:32 +0000 UTC
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A pretty slow work week all things considered. Chaos in life lead to the timeline taking another hit. Making games is hard folks. Don't do it.
(Patreon seriously kept morale afloat this month though, so thanks guys)
2018-07-11 19:05:01 +0000 UTC
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This week has been a wild one, I'm tellin ya...
2018-07-05 04:09:05 +0000 UTC
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Come see what's up in the latest & greatest Battle Gem Ponies devlog! I talk about map making, organization, spreading the word, and talking non-#brony folk into giving the game a try!
2018-06-27 18:58:40 +0000 UTC
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Notice a bit of a facelift? I worked on some of the Ultra Pony designs this week, just filling in those gaps in design I was drawing a blank on for the longest while. Now I can say I'm satisfied with how everypony looks and can clearly see them animated in my head.
Actually animating the sprites is a step to come much later in development, but I can roll with these for now. Come see the steps toward a new playable build featuring a new level editor and a few more motivating surprises in this week's gamedev update!
2018-06-20 21:27:27 +0000 UTC
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Gonna take advantage of my renewed energy and new outline/fill-in plan from last week to finally start making some more notable progress. Just looking around at the E3 titles, the feeling of the new Pokemon games, and indie stuff too.
I can just tell that BGP belongs there among them. As characters to love and a franchise to get hype about. I want it to exist. I want to meet other developers I look up to and share that mutual respect. I want to make a game worth geeking out about.
2018-06-13 19:47:02 +0000 UTC
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Newest DevBlog & Patreon shoutouts today!
2018-06-06 13:14:03 +0000 UTC
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Not much was done in terms of progress this week since I took about 5 days off to basically see all my friends one last time at the local convention MegaCon before swearing to lock myself away until BGP's completion.
In place of that there is tons of Pokemon news that could have a major impact on BGP's chances of success. A super-polished fan game was released and a bunch of new spinoffs were announced so there's lots of interesting things to reflect on and talk about on this week's blog.
2018-05-30 19:17:20 +0000 UTC
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See the latest gamedev update to learn what's the holdup.
2018-05-24 00:14:27 +0000 UTC
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Every time I look at this game I just see so much potential. I want this out there more than I ever wanted anything in my whole life. This could be a smash hit on the app store if I just finish it within a decent timeframe...
2018-05-16 22:52:30 +0000 UTC
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Here to talk about my remaining #gamedev schedule and new #Unity #programming practices in this week's #indiedev log!
(and come see your patreon shoutouts too!)
2018-05-09 05:41:12 +0000 UTC
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Such a shame about the panel getting waitlisted, but I plan to have stuff prepared either way. BGP's launch deserves a celebration and a little retrospective. If not at this con, then at another next year.
2018-05-02 08:31:51 +0000 UTC
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I'm ironing out all the kinks lately and it looks like smooth sailing for a bit while I just run through each interface and get everything working as expected. The hurdles after that involve getting the gameplay behind it all revamped too. I can only hope nothing else slows things down further.
2018-04-26 03:29:58 +0000 UTC
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A big show went down last weekend as I introduced Battle Gem Ponies to a pub full of strangers. And it actually went well! People like ponies and RPGs, so I might be onto something here...
2018-04-18 18:13:59 +0000 UTC
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Getting pretty nervous about having a new version of the game ready for the Orlando Overdrive event. I'm trying to at least recreate all the features that existed in the last public version, but without all the combat bugs and slow downs. With the menus pretty much complete and the new battle flow planned out, I'm hoping I'll be able to just barely make it with the sacrifice of some sleep just once or twice.
2018-04-11 18:31:45 +0000 UTC
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A bit more work to do to get all the basics up and running again but I really think all the major head-scratchers are behind me. I know how to put things on screen, do math, play sounds, open menus, manage input, load efficiently, control collision, alter objects, change text, swap images, and animate sprites. Getting into the groove of things now, and the rest is a matter of Find/Replace and Copy/Paste.
I just can't wait to have a basic functioning world to explore.
2018-04-04 18:52:41 +0000 UTC
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Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already!
Take a look at what I managed to do this past week. (The Yotes Games Blog)
2018-03-29 03:40:39 +0000 UTC
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Menus, menus, menus... Looking fresh though. Still going through the process of making sure all the interfaces work and feel better than ever before. Cleaner sprites, dynamic sizing and positioning for every possible device, and helpful new tools like scrollviews and shaders to add some extra polish. Plus, it all runs 40 times smoother now since it gets compressed to one draw call at runtime, meaning no more horrendous lag just from opening a menu!
Read More: yotesgames.com
2018-03-21 18:40:19 +0000 UTC
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Finally coming to grips with the new tools and having something to show for it! There's been a real headache and a half over this, but hopefully it pays off with a bunch of dropped jaws and people saying "Oh, that's cool." when they first open the game..
I need to settle into a groove! Time to crank out some content!
2018-03-14 04:52:05 +0000 UTC
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Release feels so close. It's like the pieces are all in my lap and I just have to follow the instructions to put them together. The final version of Battle Gem Ponies is so clear in my head now that I'm fanboying over it sometimes.
In the last 7 days I charted out exactly how all 360 battle moves will look, I recreated every menu, rebalanced the battle system, came up with catchier names for things, sorted out details for a DLC & multiplatform launch plan, and closely studied just about everything that makes the games that inspired this one so great.
To keep track of things I made a week-by-week breakdown of the rest of BGP's development. Counting down what's left to do to get the game to a launchable state. If you wanna find out what the Yotes Games Wednesday Milestones are, look at the list on the new devblog!
2018-03-07 05:59:32 +0000 UTC
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Improvements to Battle Gem Ponies workflow are showing some promising results and I'm looking forward to showing off a very impressive demo in March. For now I'm slowly getting used to the new tools I'm using and figuring out the most efficient ways to bring all these ponies (and everything they can do) to life.
Each passing day I want to see the alpha build exist more and MORE but new things just keep slowing progress down. Game development really does take forever and the small things are always big things in disguise.
Take a look at the full devlog and see for yourself! www.yotesgames.com/BattleGemPonies
2018-02-28 08:54:10 +0000 UTC
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Still setting up the new BGP workflow. Gotta convert the spritesheets to super-efficient packed-textures, recreate all the prefabs using the new Unity systems, and start painting all the tilemaps that will make up the region of Pinto...
Exciting things are coming, and if you're curious about the steps towards this glory, then check out this week's devlog!
2018-02-22 17:51:09 +0000 UTC
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I'm basically recreating Battle Gem Ponies using every new tool and protip I've gotten this month, but this time it'll be much more organized, run smoother on all devices, and have some neat features I couldn't pull off before.
This change up won't affect the release date that much since I planned to do all this for the alpha build anyway (but to a lesser extent before Patreon boosted the budget). So basically, just expect a prettier Battle Gem Ponies to come out this Summer.
Get an idea of what I mean in the devblog here!
2018-02-22 06:45:09 +0000 UTC
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Taking notes, and making sure I get this right. I want BGP to be the most impressive RPG on the app store.
2018-02-06 19:17:12 +0000 UTC
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Tiles, tiles, tiles galore! Wanna see some tiles? I'll show you some tiles anyway. Because that's what I spent most of this week staring at, touching up, reorganizing, and reconstructing. Right now this is the step I'm tackling to make sure I have all the pieces I need to build the BGP world that currently exists on 100 sheets of graph paper. The gamedev grind never seems to end, but my confidence in the project increases by the day!
Here is where we stand with Battle Gem Ponies at the end of the first month of 2018!
http://www.yotesgames.com/2018/01/battle-gem-ponies-devlog-156-end-of.html
2018-01-30 21:51:45 +0000 UTC
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Chipping Away at this game-o'-mine and feeling more confident of what it's growing into each passing day. Take a look at this week's jam-packed devlog!
2018-01-23 09:21:57 +0000 UTC
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A whole week of wicked coughing and drawing maps on graph paper. It's been a drag-myself-through-the-mud kinda week but I finally got there. The maps are done, detailed, and ready to be tiled in-game soon as I line up all the placeholders.
Also handled some story details and progression design. The game's design document has been updated with new overworld interactions, cutscenes, object placement, and more to make for a more fun/smooth/professional experience.
I want people playing this game to be blown away by it's quality and looking at the overall vision now, I think this'll be a pretty great attempt.
Read More: yotesgames.com
2018-01-16 20:26:05 +0000 UTC
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