How much work to make a game client like bloodline champions?

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28 comments, last by Postie 12 years ago
You've got absolutely no idea what I'm even talking about.[/quote]

So it would appear. Which is why I repeatedly asked for clarification.

There doesn't have to be any 3d characters... and even if there was it's just a picture. Not code.[/quote]

Yes. Which is why it's easy and only a few lines of code. Of course, i don't know who will provide the pictures, the programmer won't.

So you're saying I can create BLC client in 20 lines of code... bullshit.[/quote]

No. You asked for a simple lobby. The BLC client is $200,000.

At least go and look up some info about BLC if you gonna start posting in this thread.[/quote]

I did.

Relfos is the only one that has really contributed so far with something that's reasonable and makes sense so far.[/quote]

If you take that estimate just for the "lobby client", you got ripped off. A lobby client is simple. If you want a full BLC game, then the estimate is reasonable.

Unfortunately, you still haven't been able to articulate what you actually want.

If you're looking to spend money on this, you will get ripped off for no result. Simple as that, there's an industry based around that.
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You've got absolutely no idea what I'm even talking about.


So it would appear. Which is why I repeatedly asked for clarification.

There doesn't have to be any 3d characters... and even if there was it's just a picture. Not code.[/quote]

Yes. Which is why it's easy and only a few lines of code. Of course, i don't know who will provide the pictures, the programmer won't.

So you're saying I can create BLC client in 20 lines of code... bullshit.[/quote]

No. You asked for a simple lobby. The BLC client is $200,000.

At least go and look up some info about BLC if you gonna start posting in this thread.[/quote]

I did.
[/quote]

Sigh..
I'm sorry if I sound frustrated but I just can't explain it any better.
At least you tried to help.. Hopefully someone who do understand will try as well.
If you can't articulate your own requirements, why are you surprised that nobody gives you the exact answer you wanted to hear?

Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]


If you can't articulate your own requirements, why are you surprised that nobody gives you the exact answer you wanted to hear?


Or maybe some people have hard time understanding?
You seriously can't explain it any simpler than I've done.


Or maybe some people have hard time understanding?
You seriously can't explain it any simpler than I've done.


For reference, the lobby.

Friends, chat window are trivial, they are IRC, use some existing server and library.

Summary/statistics/profile:
- Since there is no game, these windows are empty. There is no data to fill in and without a game, nobody knows how to provide it. So there is no work to be done

Beginner's section, how to play:
- There is no game, so it's an empty window again. Not much more can be said.

Seasons and career:
- Well, there is no game, so there are none of that. Empty window again

Join game/etc:
- Wouldn't you know it, there are no games to join, there is no game at all

Game settings:
- I guess we could provide resolution and audio settings for the lobby, if needed at all


What you want is a chat server, there simply isn't anything else. Download mirc, connect to some channel and you have lobby without a game.

Anything else requires and actual game.

If you think the rest is easy - it's actually the 99.99% of entire work. Screens are simple, but they are a function of game, not vice versa. Lobby does not determine what the game will be like, game determines what lobby is, why and how.

[quote name='glhf' timestamp='1334346687' post='4931037']
Or maybe some people have hard time understanding?
You seriously can't explain it any simpler than I've done.


For reference, the lobby.

Friends, chat window are trivial, they are IRC, use some existing server and library.

Summary/statistics/profile:
- Since there is no game, these windows are empty. There is no data to fill in and without a game, nobody knows how to provide it. So there is no work to be done

Beginner's section, how to play:
- There is no game, so it's an empty window again. Not much more can be said.

Seasons and career:
- Well, there is no game, so there are none of that. Empty window again

Join game/etc:
- Wouldn't you know it, there are no games to join, there is no game at all

Game settings:
- I guess we could provide resolution and audio settings for the lobby, if needed at all


What you want is a chat server, there simply isn't anything else. Download mirc, connect to some channel and you have lobby without a game.

Anything else requires and actual game.

If you think the rest is easy - it's actually the 99.99% of entire work. Screens are simple, but they are a function of game, not vice versa. Lobby does not determine what the game will be like, game determines what lobby is, why and how.
[/quote]

Hmm, Thanks.
So it's actually quite simple and very little programming needed to create everything you saw in that video?
I just imagined it would be more since there's a shop and players needs accounts and a login system... password retrival.. tons of small features really that needs good networking.
Guess it looks or seems like it's more than it is.

And about everything being empty... just imagine they are buying air in that case.. or "empties" rather.
And that when they are joining a game from lobby that the 6 players are just entering a server together.. no visuals.. just code and nothing to do on that server.
And so on.. :)

So what do you think someone would charge to create the entire client where you do everything before joining a game?
And how long time he would need?

[quote name='ApochPiQ' timestamp='1334346453' post='4931036']
If you can't articulate your own requirements, why are you surprised that nobody gives you the exact answer you wanted to hear?


Or maybe some people have hard time understanding?
You seriously can't explain it any simpler than I've done.
[/quote]

When there's a communication problem, blaming your listeners is poor form.


The problem isn't that we have a hard time understanding you. The problem is that you are failing to communicate. You keep saying "everything in the lobby" or "everything before joining a game" and all these really vague terms that mean nothing specific.

Software requirements specification is not something you do with words like "everything." You may personally know exactly what you're talking about, but we don't - and that is not our failing. The burden of communicating clearly and precisely is on nobody but you.


I have many years of experience as a software contractor. If I'm going to give a client a work estimate, I need to know details and with exacting precision. Software is hard enough without a customer being obtusely vague about what they want. In fact, one of the hardest parts of being an independent contractor is knowing how to coax information about what you need to know from your clients.

To even have a chance of giving you a reasonable estimate, we need to know lots of things that you're refusing to explain:

- What exact list of features do you want?
- Is this client textual, graphical, 3D, or what?
- Are you targeting an existing game or trying to build something from scratch?
- What happens when the player wants to actually join a game?

And so on.


We can't read your mind and magically divine how to create this program you're proposing. Help us help you.

Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]


[quote name='glhf' timestamp='1334346687' post='4931037']
[quote name='ApochPiQ' timestamp='1334346453' post='4931036']
If you can't articulate your own requirements, why are you surprised that nobody gives you the exact answer you wanted to hear?


Or maybe some people have hard time understanding?
You seriously can't explain it any simpler than I've done.
[/quote]

When there's a communication problem, blaming your listeners is poor form.


The problem isn't that we have a hard time understanding you. The problem is that you are failing to communicate. You keep saying "everything in the lobby" or "everything before joining a game" and all these really vague terms that mean nothing specific.

Software requirements specification is not something you do with words like "everything." You may personally know exactly what you're talking about, but we don't - and that is not our failing. The burden of communicating clearly and precisely is on nobody but you.


I have many years of experience as a software contractor. If I'm going to give a client a work estimate, I need to know details and with exacting precision. Software is hard enough without a customer being obtusely vague about what they want. In fact, one of the hardest parts of being an independent contractor is knowing how to coax information about what you need to know from your clients.

To even have a chance of giving you a reasonable estimate, we need to know lots of things that you're refusing to explain:

- What exact list of features do you want?
- Is this client textual, graphical, 3D, or what?
- Are you targeting an existing game or trying to build something from scratch?
- What happens when the player wants to actually join a game?

And so on.


We can't read your mind and magically divine how to create this program you're proposing. Help us help you.
[/quote]

I understand you but I did say everything in the BLC client before joining a game/match.
I don't see the advantage of mentioning other games if I'm gonna have to say all the features I want anyway making it pointless to even mention BLC in the first place.

And I really didn't intend this thread to become so deep discussions.. I just thought a couple or several programmers would make a somewhat quick and fair estimate so I've got at least an idea of what kind of cost it would take.

BTW, I also got a bit interested in learning to do this myself.. Since it's only gonna be a multiplayer game with like 10-20 players per server and 2D.. I think the hardest part for me would be networking but I unity seems to be really simple and there's a really good tutorial for networking there that everyone loves and says makes it easy.
Also, where can I learn more about game design from a technical view? Like I know about game loop but there's so much more? I'm not even sure how to get started on making the client we're talkign about now.
There is no advantage in saying "I want it just like X." Because not everybody knows X. Not everybody cares about X. Not everybody has the same impression of what X does that you do.

I don't understand why it's so extremely unpalatable to you to just describe what you actually want.

Wielder of the Sacred Wands
[Work - ArenaNet] [Epoch Language] [Scribblings]


Word, I would also prefer that and I've tried but even learning just c++ gets out of hand when you reach the advanced stuff with multithreading and other words I can't remember anymore. And that's without even touching on WinAPI code, opengl, game engine of choice.... and then probably the worst part... networking.. and even when you know all this you still don't even know where to begin mixing multithreading with networking for multiplayer and all that nightmare stuff.

So you looked into the programming side and you've used words like "out of hand", "advanced stuff", "worst part" and "nightmare stuff" when describing the expertise required, yet you're expecting someone else to come to you with that skillset and produce the game you want in 3-4 months for $5,000? I think you've answered your own question there really.

On a side note, you mentioned you've already written a 5000 word game design document, surely that has more description of what you actually want, so why are you avoiding the question?
[size="2"]Currently working on an open world survival RPG - For info check out my Development blog:[size="2"] ByteWrangler

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