Making money has never been a simple matter! You need to understand users...

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Making money has never been a simple matter! If I don’t write something, I feel like I’m going to be useless!

There is a developer named Sunshine who once devoted himself wholeheartedly to the creation of games that he loved. The game was also launched on TapTap, but after several setbacks and being beaten by reality, the studio couldn't live any longer.

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He was in a hurry to press for trial. He must have regarded Cocos Store as a life-saving straw! To be honest, I feel quite uncomfortable.

In this world, there is no such thing as life-saving straw. Those are the sharp tools used by the sickles for harvesting. The leeks are purely personal fantasies.

I regard game development and online operations as my only income channels. Once the project is launched, I return to reality and find that it is completely different from what I had imagined before.

This is not much different from gambling, which is also called: all-or-nothing!

The first review of this game project takes one week!

Damn it, this game is actually based on the technical architecture of Cocos Creator + Docker + Golang + MongoDB + Redids!

I asked Yang Guang, have you ever thought about whether this kind of game source code assets are suitable for that kind of user group?

It should be noted that there is another variable factor here. It depends on how to write your product introduction?

If we proceed according to the technical architecture described above, then the user group we face must be developers, right? So what kind of developers will be the target users?

According to Xiaoheng's understanding over the years, one type is people who can cash in on projects immediately, such as outsourcing to others. There is also a category of beginners, most likely with less than 1 year of experience, and they normally need to learn the above techniques.

Why is it less than 1 year of experience?

Because those who can continue to do programming and development for more than a year can be considered to be on the road. What they like most is learning new technologies + free prostitution case source code.

If you work hard on a game project for a year and a half and sell it for 50 yuan or 100 yuan, they will most likely find it incredible and think it still costs money?

If you want to take this path, my suggestion is that you must prepare documentation and tutorials. Furthermore, it can produce systematic tutorials, and courses can be sold directly in the future.

This path seems to be too long for sunlight. In the first few exchanges, I could feel his anxiety from his chat texts.

Sunshine asked, besides expanding according to the technical architecture, what other ways can be used?

That's a great question!

The users who actually purchase the source code of finished games are mostly non-technical users. To be more precise, the person who spends money and the person who actually operates the project source code are not the same person. It is more the boss who needs the game content who spends the money.

Most of them are used on WeChat, Douyin, VO, overseas and other game platforms, and are also embedded in their own APPs and websites.

Because it is for non-technical users, one of my suggestions is that it is best to separate a stand-alone version.

Going one step further, what do users of operational monetization need?

Of course it’s cashed out! They need a lot of mini-game content to build their own matrix.

All users are first attracted by the game graphics and gameplay , and then operational and monetization users are more concerned about:

  • Whether to integrate advertisements and what revenue monetization points are in the game should be more displayed, such as: daily check-in, resurrection after watching advertisements, and double rewards;

  • If you want rich content, you should pay attention to the number of game levels and the duration of a single game stay. You should use more quantitative descriptions of the project: number of levels, number of characters, number of monsters, how many levels, how many skills or props;

  • Through simple configuration, the difficulty and content length of the game can be controlled, which should be displayed such as: planning documents, configuration configuration, level editing tools, etc.;

  • It needs to be easy to change skins, more inclined to 2D content, and relatively lower cost: project resource structure, file classification, material rules;

  • Whether the resource is infringing or not, it can support commercial release and WeChat authorization, and provide copyright and creation certificates: software, development logs, development documents, operation background screenshots, game QR codes, etc.

I had several WeChat conversations with Yangguang and spent a lot of time. He was also thoughtful, as if he had caught something. I really hope it can help more developers.

Game development, technology monetization! I hope the above content can provide some inspiration and assistance to developers who are trying to submit resources to Cocos Store.

Welcome to add me on WeChat

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Let us grow together!

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Origin blog.csdn.net/6346289/article/details/132594460