Temple run clone
#2 GDNet+ - Reputation: 1200
Posted 28 November 2012 - 12:05 PM
What are your target platforms?
Would you use a game engine like Unity?
How many programmers will you have?
How experienced are your programmers?
Even after having this information, we can only give you wild guesses.
#3 Members - Reputation: 125
Posted 28 November 2012 - 12:25 PM
#4 Members - Reputation: 3717
Posted 28 November 2012 - 12:27 PM
The voices in my head may not be real, but they have some good ideas!
#5 Members - Reputation: 125
Posted 28 November 2012 - 02:30 PM
#6 Members - Reputation: 3717
Posted 28 November 2012 - 02:44 PM
no i am talking about everything i that game not just running . coin effects , special powers and there effects , implementing transaction for buying coins , gui , polishing and testing . Complete game . How much approzi budget it will take and how many months . thank you
as i said, its not that much, the running is a few hours work with Unity3D, a few weeks is more than enough to implement transactions(there are finished libraries for this), gui, special coins, etc.
Artwise you got several manmonths of work though.
Edited by SimonForsman, 28 November 2012 - 02:46 PM.
The voices in my head may not be real, but they have some good ideas!
#7 GDNet+ - Reputation: 1200
Posted 28 November 2012 - 03:21 PM
Artwise you got several manmonths of work though.
If you're serious about this, you may be able to find art assets already for sale that could either complete your game or significantly reduce time spent. If you can't find the complete set, you may be able to pay the creator of the assets to create any additional ones you need using a similar style. Otherwise you'll have to mix and match, or find another good artist who can create art in a style similar to the other.
#8 Members - Reputation: 125
Posted 29 November 2012 - 12:48 AM
I had seen the video of the guy called david whatley . He did the porting work of the temple run to other platforms through unity3d . He took the obj -c codes and ported it into unity3d scripts it took months to finish it . So please don't through something . I want to know the approx budget and time frame but close to reality . Thanks
no i am talking about everything i that game not just running . coin effects , special powers and there effects , implementing transaction for buying coins , gui , polishing and testing . Complete game . How much approzi budget it will take and how many months . thank you
as i said, its not that much, the running is a few hours work with Unity3D, a few weeks is more than enough to implement transactions(there are finished libraries for this), gui, special coins, etc.
Artwise you got several manmonths of work though.
#10 Members - Reputation: 125
Posted 29 November 2012 - 01:20 AM
A good programmer might take < 1 month. A bad one will take many months / years. So, somewhere in that range. Every programmer is different. Good ones are hundreds of times better than others.
Yeah i know man . David whatley is a good programmer he is the founder and creator of Hero engine .
http://video.unity3d.com/video/6957737/unite-2012-the-temple-run
I am wondering why there is so much confusion in telling budget ? No one said budget till now
#11 Crossbones+ - Reputation: 1460
Posted 29 November 2012 - 02:10 AM
A good programmer might take < 1 month. A bad one will take many months / years. So, somewhere in that range. Every programmer is different. Good ones are hundreds of times better than others.
Yeah i know man . David whatley is a good programmer he is the founder and creator of Hero engine .
http://video.unity3d...-the-temple-run
I am wondering why there is so much confusion in telling budget ? No one said budget till now
because no one knows, it's impossible to know, instead ask the person whom your contracting to do this what they feel is a good timeframe for them to complete the project, rather than a forum of programmers, who have wildly different opinions about how long such a thing well take.
Edited by slicer4ever, 29 November 2012 - 02:14 AM.
#13 Members - Reputation: 125
Posted 29 November 2012 - 02:29 AM
#14 Members - Reputation: 3717
Posted 29 November 2012 - 03:18 AM
idea is this . Good programmers take less time and others need more time this is common . I am just asking how much time framer for you as a programmer and how much you ask for a month . So if i get few inputs from different programmers i will find average time frame and average budget or atleast i find minimum budget + time frame and maximum budget + time frame . So guys please help me .
If we take a high estimate then of 16 weeks + ~$1000 for third party modules and an hourly rate of $100 (reasonably cheap for outsourced work here in sweden atleast) + $3000 for the Unity licenses you'll end up at $67500.
If you also want android things get a lot more expensive, (Mainly because of the differences between android devices (with iOS you got 3 main targets to tweak for, iPhone, iPad and the new longer iPhone, on Android you got a few hundred devices with varying resolutions, aspect ratios and hardware capabilities)
The voices in my head may not be real, but they have some good ideas!
#15 Members - Reputation: 125
Posted 29 November 2012 - 03:27 AM
Thank you for your estimation SimonForsmon.If we take a high estimate then of 16 weeks + ~$1000 for third party modules and an hourly rate of $100 (reasonably cheap for outsourced work here in sweden atleast) + $3000 for the Unity licenses you'll end up at $67500.
If you also want android things get a lot more expensive, (Mainly because of the differences between android devices (with iOS you got 3 main targets to tweak for, iPhone, iPad and the new longer iPhone, on Android you got a few hundred devices with varying resolutions, aspect ratios and hardware capabilities)






