Archive for June, 2011
This is a follow-up post to my earlier post: My first five days in the Asset Store.
For those who are not familiar with the story of RageSpline: it is an extension to Unity which allows you to create 2D vector graphics inside the editor. You can get a feel of the tool from this video.
Originally, I was going to post a follow-up after the first month, but I was so busy coding the v1.1 update, giving support on the forums and replying e-mails, that I just let that one month anniversary pass by. Well, I’m still busy and v1.1 still isn’t out, but I’m going to post this anyway. That’s the irony of indie blogging: when cool stuff starts to happen you are too busy to actually write about it.
When I released RageSpline v1.0 in the Unity Asset Store I was still in more or less considering it as an experiment. Just ship a product and see what happens. Now that I have seen the light, I have taken a different approach. I’m trying to build a product that would hopefully brings me income for long haul and grows to be a sustainable business. In the wake of this new professionalism, I have now invested some of the income to hire outside help.
Juho Lehtinen, a Web Developer from Lehtumedia, is helping me launch an official website at ragespline.com. The website will provide much awaited documentation, scripts and tutorials. I would also love to feature cool looking RageSpline powered games. Wink wink .
Arash John Sammander, Designer and Artist from TAIK, is shooting tutorial videos on how to efficiently use the RageSpline. These will be eventually released at the website too and complement the written documentation nicely.
Breno Azevedo, Game Designer and Technical CG Artist from Fluidplay Studios, is creating an extension for RageSpline called RageTools. It will provide SVG import and animation support plus much more. This project is not funded by me and will be a separate product in the Asset Store once it is released. I’m of course supporting this as much as I can.
I myself have been working my ass off with the upcoming v1.1 update, which has a lot of code rewritten from scratch. I’ve recreated most of the user interface too, and it is now much less crowded despite the vast amount of new features. The update is now in beta stage and I’m optimistic that we will see the actual release in Asset Store very soon. I’m still holding on to my decision of not publishing any set release dates, though.
As always, I saved the best punchline last: the sales figures.
My first two months in the Asset Store generated over $11000 sales. Unity Asset Store taking their 30% cut leaves me with approximately $8000. Not bad, not bad at all.