Monetization model is free to try. First 100 lvls is free, that’s about 2~5yrs of gameplay. Remorting to the next tier costs in-game currency.
I’m a solo dev, as indie as it gets and that means PR budget is zero. That said, I have ties with my country’s indie gamedev association, so I will tap on their resources. Game is largely single player but will incorporate social sharing and logins, I hope that will help spread the word.
@sebavanLooking for a release this yr or 1st quarter 2023. I want to avoid World Cup schedule.
thanks @phaselock It all make sense. I am not at that stage yet but was thinking how to go about those things if i have something I would like to share.
I am not looking to make money out of it but maybe if its any good some donations would be welcome to keep things going (nicer assets and maybe server).
It would be cool if babylonjs had some place to host projects. That would sort out all those things (monetization, advertisment, distribution) and many others.
Since I’m here, I might as well drop an update for the work done in the few months passed. The bulk of it are all backend based. One small step at a time…
User routing for site pages - done!
Basic setup for google, facebook login - done!
Game email accounts preliminary setup - done!
Email templates for registration, pwd resets, transaction receipts - done!
Cron for daily quests, world and price list renewal - done!
Added custom logger for all game/op/shop/user activities - done!
Added CSP and security tokens - done!
Stuff you dont' need to know cos its my backend architecture - done!
Its HTML. As my development started some yrs back, the bjs gui was not as advanced then. So I used it for fast prototyping and switched over to HTML. If you are building your own, my advice is to try babylon’s as it has improved heaps. With HTML, you have to worry about all the different browser idiosyncracies which is a headache as any frontend engineer will attest to. Hope it helps, cheers!
Web security is a big topic. If you are referring to client-side code, imo, there is no 100% foolproof solution, since it already resides in the user’s storage. There are various methods one can employ to deter and slow the process but a determined human with a lot of time is the worst nightmare. If you are referring to server-side code, pls refer to your provider’s list of security best practices. If you are really interested and have relevant skillsets, I think OWASP is a good starting point.
Honestly, I don’t think this project is highly valuable. Sure, I spent more time on it but since its a game and not an online marketplace, its just meant for fun. Plus I can use it to test bjs’s latest tech, hehe…
My favorite way I have used in the past is https://obfuscator.io/ ( which has a npm package as well ) This will make it so annoying to reverse back to normal code, most sane people would not even try. Nothing is 100% secure though as @phaselock said.
For Bitreel’s app, there is so much of a backend process to it all that someone stealing chunks of the front-end code would not do all that much
Thanks, its a big question for me. I don’t have anything too valuable regarding server-side, that’s not an issue but basically just the pure Babylon side. I’ve asked about it before and the knowledgeable answers were similar in that there were only ways to hinder the process which is unfortunate.
I think you underestimate yourself and with right strategy you could go far with this. Actually great looking and smooth function 3D-browser games are a novelty, let alone if they are ‘one man projects’.
@br-matt Thanks for a good answer and nice summary.
Hi! Just a quick update, covid sucks, growing old sucks, slow browsers sucks, deadline sucks… Other than that, everything is cool and so is bjs. I’m close to launch, backend is done, some anims need polishing, DOM needs some perf love, running out of stuff to polish… tho, I did add a feature for players to swap their profile pic, I’m a little torn on the artistic style.