When to get serious,
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Posted 06 March 2000 - 01:13 AM
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Posted 06 March 2000 - 02:27 AM
As you can tell I am a big proponent of getting the funding and then doing the real work on the game. If the team doesn't have to worry about funding then things will go more smoothly. It will probably take anywhere from 6 - 18 months to get funding. Be sure to have a business plan to show how your game makes money. Your design documents are wonderful and you will get many miles out of them, but you will never get funding with them. My short answer to your question is that your behind schedule if your thinking about it with completed design docs. Go get funding ASAP.
That being said there are four ways to get this funded.
1: Fund it yourself, through loans and such or cash if it is available.
2: Find an angel investor to invest in the development and/or the production.
3: Find a publisher to invest in the development and/or the production.
4: Find a company with the resources to fund the game and offer the idea as a potential business the company can get into. If they like it, they will make you producer and fund your game.
There is another possibility. Many games have multiple revenue sources(ie advertising, subscriptions, and boxed sales) and if you go with a publisher for everything then they have the right to take everything from you and give a tiny royalty fee for your idea. After all they are taking the risk. If you go with some sort of investor or combination of 1, 2, and 4 before you go to a publisher, all the publish becomes is a boxed set producer and marketer, which can be structured like a contract eliminating them from the larger pie which rightfully shouldn't be theirs. In trying to fund development in one stage and production in another you may be able to maximize the percentage of ownership that you retain. I digress as this is a topic for another article.
Anyway I hope this information helps you out.
Edited by - kressilac on 3/6/00 8:28:10 AM
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Posted 06 March 2000 - 05:40 AM
On a slight tangeant, if you''re planning to develop the game yourself, make your life as easy as possible by *not* developing as much of it as you can. Don''t write a graphics engine if there''s one you can license and use, same for the sound engine. You''re a small team, leverage existing technology as much as possible or you''re never going to get anything done.
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Posted 06 March 2000 - 11:02 PM
Forget about flashy graphics and start with a 2D top down simplified version of the game that shows how all of your designs will work. If you have a key selling point to the game which sets it apart from others in the genre, however subtley, then this is what will interest the publisher.
Sure they''ll be looking for flashy graphics in the final product but most interested parties will have enough vision to see what your game will look like if you licenced the Unreal Engine.
You say you can include power and non-power gamers, show how that will be done. You say you can incorporate player killers among the differrent player types, show how that will work.
Actually implementing these points will also clarify how they can be done, what their problems are and prove that you have a valid design. It may also make you re-design portions of the game when bugs arise. This is a good thing.
Implement this well and the representation won''t matter, you can still use the code later, whatever number of dimensions the graphical representation will work in.
All of course MHO, from a games coders point of view, not a producer or publisher (i.e. take with a pinch of salt where necessary).