hi i wounder how long it would to take a game like risk for mobile to android to get developed.
how long time?
and how many people and of what programmer and graphic designer.
thanks
how long it takes to creat a game like risk
Started by Bassam Agi, Jan 04 2012 06:56 PM
4 replies to this topic
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#3 Moderators - Reputation: 1705
Posted 04 January 2012 - 09:08 PM
Typically, a board game port (especially for mobile) will go fairly quickly. Figure three months.
As for people? Let's forget about headcount for a moment and just look at the jobs that have to be done:
- Program coding
- Online/multiplayer coding
- Game design
- Graphics
- Audio
- QA
- Project management
That doesn't mean 7 people are needed, and it doesn't mean that all those functions are pursued every day of the project. Design happens up front, QA can start once the game hits Alpha.
As for people? Let's forget about headcount for a moment and just look at the jobs that have to be done:
- Program coding
- Online/multiplayer coding
- Game design
- Graphics
- Audio
- QA
- Project management
That doesn't mean 7 people are needed, and it doesn't mean that all those functions are pursued every day of the project. Design happens up front, QA can start once the game hits Alpha.
-- Tom Sloper
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com
Please do not PM me. My email address is easy to find.
Sloperama Productions
Making games fun and getting them done.
www.sloperama.com
Please do not PM me. My email address is easy to find.
#4 Members - Reputation: 114
Posted 10 January 2012 - 06:51 AM
There is no magical number of days we can throw, nor can it be predicted.
It all depends on the level of quality you want, whether it is single or multi player and the programmer(s) you have on board.
- Quality: between a minimal simplified risk and having animations, cards, rolling dices, highscore tables, etc... there is a big difference. Each extra feature is extra effort.
- Single/Multi: a multiplayer game is at least two or three times more complex than an offline one.
- People: the "quality" of the programmer(s) defines the pace at which it will progress. What some will do it in three month, some will do it in three weeks while others will fail delivering anything useful after ages.
- Other: in my experience, art is relatively easy and quick to obtain, and I assume audio shouldn't be a big issue either.
It all depends on the level of quality you want, whether it is single or multi player and the programmer(s) you have on board.
- Quality: between a minimal simplified risk and having animations, cards, rolling dices, highscore tables, etc... there is a big difference. Each extra feature is extra effort.
- Single/Multi: a multiplayer game is at least two or three times more complex than an offline one.
- People: the "quality" of the programmer(s) defines the pace at which it will progress. What some will do it in three month, some will do it in three weeks while others will fail delivering anything useful after ages.
- Other: in my experience, art is relatively easy and quick to obtain, and I assume audio shouldn't be a big issue either.
#5 Members - Reputation: 1198
Posted 10 January 2012 - 09:41 AM
fuzzy fizz, on 10 January 2012 - 06:51 AM, said:
There is no magical number of days we can throw, nor can it be predicted.
It all depends on the level of quality you want, whether it is single or multi player and the programmer(s) you have on board.
- Quality: between a minimal simplified risk and having animations, cards, rolling dices, highscore tables, etc... there is a big difference. Each extra feature is extra effort.
- Single/Multi: a multiplayer game is at least two or three times more complex than an offline one.
- People: the "quality" of the programmer(s) defines the pace at which it will progress. What some will do it in three month, some will do it in three weeks while others will fail delivering anything useful after ages.
- Other: in my experience, art is relatively easy and quick to obtain, and I assume audio shouldn't be a big issue either.
It all depends on the level of quality you want, whether it is single or multi player and the programmer(s) you have on board.
- Quality: between a minimal simplified risk and having animations, cards, rolling dices, highscore tables, etc... there is a big difference. Each extra feature is extra effort.
- Single/Multi: a multiplayer game is at least two or three times more complex than an offline one.
- People: the "quality" of the programmer(s) defines the pace at which it will progress. What some will do it in three month, some will do it in three weeks while others will fail delivering anything useful after ages.
- Other: in my experience, art is relatively easy and quick to obtain, and I assume audio shouldn't be a big issue either.
I wouldn't say that a multiplayer risk game adds that much complexity on the android platform since turn based games can work with an extremely simple architecture, a simple HTTP server and sending/downloading moves using the HttpURLConnection class is trivial.
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