An interesting topic in game making is always of money. I mean at the end of the day, you need to survive and pay the bills. It's a fact of life we can't avoid, and as much as we'd like to survive on noodles and passion for the rest of our life, it just doesn't work. So what's the answer?
Well it's complicated, but the simple answer to something is, would you still do it if you were rich? if the answers yes than you probably do enjoy it.
When you bring money into things, it always complicates things and makes your decisions harder on which direction to head, specially when you get offers to sell things. The best thing I've found is to work at things piece by piece. You're not gonna make a one hit wonder overnight unless you get lucky. I have had some hugely successful games happen and they were lucky, but that luck was founded by lots of failure before it till you do hit your lucky success. Giving up your job to go full time can be very risky and I wouldn't recommend it. Find out the least amount of money you can live on and be happy and then spend an hour a day on your dream.
I feel it can be a good idea to keep your job and your dream hobby as seperate entities. When I combined the two, It felt like too much work that it was not fun, I lost my passion and it killed it. By having a part time job it keeps things in perspective on what I want in the future and motivates me. It's my choice on things, It's not the best choice, but it's how I decided to go about it because I don't know how long It's going to take me.
Also you need to be working on things you can be proud of showing other people. Every game I've completed even years down the track I'm proud to link too and show them and I'm always happy to look back on the game out there still being played. A timeless piece of art. As long as that is being built I get a huge amount of satisfaction. Each game itself may be pain and work but when I look back on each one I don't remember that, I just see the final product and am immensely proud.
You need an ultimate goal in mind where you're heading. Known as your small grind to success and your hope success. For example my games will always make a slight amount of money each month off revenue, so my slow grind idea is building game by game a revenue that will always increase the longer I do it. It may not be much per game but the more I do the more that increases.
While doing this you can always get lucky and make one game that takes off and becomes a success that you decide to focus on, this being your quick hope success along the way. If you aim for the big hit, you usually won't get it, it's best not to put too much expectations in each game, think of each one as another learning lesson, another slight increase in revenue, another piece of content and most of all more assets to draw upon. Not only that but if I ever decide to take another step in business and directly advertise my company and all the games it will increase all that revenue in every game total.
Overall I've made about 30 games. Even though each single game hasn't been sold for huge amounts (still good amounts) but not a huge enough success like Minecraft or CoC etc. They are still ideas put into a workable game that can be added too, ported and expanded on. They are now my building blocks too a game business. Also the best part, they are all mine to expand on however I wish. It's also a filtering process along the way. Meaning only 15 of them games are going to be good enough for mobile. Perhaps only 5 enough for steam. Then only 1 that would be my golden game I see over the years as the main one to be a full .exe game I want to dedicate my time too.
Wouldn't an office job be better? Yes and no. It would but it would take so much of my motivation away and free time and I can always get one down the track. But it's harder to go backwards and quit that job back to game making and get back them free hours. The thing is a business is timeless too, meaning the more I work on this now and makes me money, if I take another job down the track this work will all be done already and it's easier to run a business side of things like advertising or paying other people to do things while I work another job. Multi-tasking so to speak. It's easier to build from the ground up.
All in all, this may not be the best direction or fastest, but it is one that suits me and how I feel. The main reason above all I make games is I like to create. Simple as that. Not only that I love games and the way they work. The way you can create any sort of world you like and put a person inside that. I use any tool as my disposal to bring my ideas to life. Instead of harbouring them inside my head forever wishing I knew what they would look like brought to life. It doesn't matter if they fail cause each one was my baby, my idea, my little creation, my hobby to keep my brain working.
Hard work pays off in the long run, and when you switch to the business side of things I've noticed its very hard to go back and make a game while I had the momentum going. So before I get too old and more business orientated, I want a big portfolio of ideas to draw on. Then I can throw them out into different business ventures as I see fit. I can redesign my website, I could introduce new ads to make more money, I could pay others to port my game, I could offer companies deals etc etc. Lots of options, and the more I make, the more options I have to choose from. A year can be a long time, you never know where you'll be in life and it's better to have more options to choose from and re-decide where you want to head.
Eggy's Games and everything on here is my creations I'm happy to always look back. My brainchild of ideas and creativity all in one portfolio. Once I complete my goal of mobile, I can take in the information and decide wether to stick at it and release more and break into the market or take a different route. Either way, I always keep moving forward, no matter how slowly and keep coming back.
Work on something just a little bit each day, and it pays off eventually. Even If I'm wrong, I'm happier I took my own path and would have a good story to tell at the end.