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Acissathar

Member Since 10 Jan 2011
Offline Last Active Apr 25 2013 01:45 PM

Posts I've Made

In Topic: Where can I find a rough estimate for my art assets?

18 July 2012 - 06:15 PM

I found out I've been saving by bulk job if the planning and estimate are realistic.
I think its a win-win because, while the artist earns less an hour, they get a longer chunk of work they can rely on and from my basic understanding of a freelancer's job, that can give them a bit of a break from job hunting. (Correct me if I'm wrong).


This is how I plan on paying for things, in bulk at milestones so that way if something falls through on either end both of us will at least have something instead of nothing (say the project ends or the artist has life issues that interrupt his work).

In Topic: Games that wear you out

08 July 2012 - 07:49 PM

On a similar but backward manner, I've recently been finding games "hard to get into" i.e. I hate the first hour of any game where you dont know WTF is going on, what the story is about, or how to even operate the game (keybinds etc.) It actually requires effort and focus to "get into" the game proper, and many tutorials feel like a chore.

That being said, once past that point, when I get used to the game mechanics and controls, and the story grabs me, playing is finally fun and engaging!


This is how I felt about Assassin's Creed: Revelations. I love the Assassin's Creed story and games a huge amount but for some reason the tons of tutorials (While very nice refreshers which were helpful) just made it hard for me to ever put it back in. I'm still at the crafting tutorial :/

Someone else brought up Minecraft and I recently picked the game up. Part of the problem with keeping a game from wearing me out is that I need to stop myself from over playing it and burning myself out. I also have a tendency to play on the hardest difficulty so my first few days playing Minecraft on Hard while trying to play it as Creative Mode did not end well. I had to step back and focus on other tasks because I could tell I was starting to want to never touch the game again which I knew was the wrong thing because it really is fun to play with others.

Different ways of playing also helps to prevent this, you can use Minecraft Survival vs. Creative for this but I prefer to use the mobile game I bought; Civilization Revolution. One of the things that kept me playing after I won is that I still have I think it's ~20 different civilizations I can choose to play as, but not only that I can win through Military Domination, Economic Superiority, Culture Superiority, and finally Technological Advancement. Variety to me is what prevents a game from causing burnout.

In Topic: What aspects of an open world game keep you wanting to play more?

08 July 2012 - 07:32 PM

Side quests to the main story if they are well done are generally what keep me playing the game and wanting more. However for some games its simple things like crafting where if I want a cool weapon (Not just the strongest but something that stands out, like the Wabbajak from Skyrim) I can go out of my way to get it on it's own little "epic" quest; not just buy 4 resources and smelt.

In Topic: Where can I find a rough estimate for my art assets?

05 July 2012 - 03:51 PM

Make sure you adjust all those numbers. A day for a weapon could be a huge overestimation if you're talking about a 2D game for iPHones - a week for a character could likewise be off, a month for a tile-set, etc. I would estimate higher for GUI. Factor in reworks as well.


I thought I had thrown in 2D Mobile in my original posting but I had left it out, that's why such a number was surprising to me because I was under the assumption that this was all for 2D. That's what I get for assuming though!

Also it might be worth to think about just buying models and/or graphics for some of your assets to reduce the costs. After all a lot of fantasy-weapons tend to look the same or at least very similar. The same goes for some GUI-elements such as health-bars. For enemies and especially bosses (and tilesets) you will still want to custom-model it, as this will make your game look more unique compared to other games of the genre.
Buying models and images will likely prevent you from applying a very unique art-style but the reduce in cost might well be worth it.


This is an option too, but the only problem I can see with this is if the "winning" artist's style does not match these generic pieces. The biggest thing I wish to avoid is a Frankenstein'd game with mismatching pieces. Granted it's easy to minimize the damage (Don't choose Sci-Fi pieces if the game is Fantasy) but it's something I hope to not even have to mess with.

In Topic: Where can I find a rough estimate for my art assets?

04 July 2012 - 12:02 PM

Make a decision grid to determine which vendor you'll go with.


Thank you for the insight, I do like the decision grid idea and I'll implement that before I choose someone..

Depends on the quality you're looking for... Making up some random task time-frames, we could say: .. 1 day per weapon * 50 weapons + 1 week per character * 27 characters + 1 month per tile-set * 5 sets + 1 week of GUI work = 290 days = 2320 hours of work. @ $20/h that's about $46k over a bit more than a year. You could easily double or halve that number though, depending on the quality you need.


That is definitely more than expecting but at least I have some numbers to work with, and I do understand that greater quality will demand a greater price but this "middle of the road" estimate is very helpful.

Note that I'm making the gross assumption that this would be your first published game and I'm trying to give you alternatives to cut on the expanses knowing you're probably on a tight budget. If this is not the case, please disregard.


The sprites and such will be designed with a mobile platform in mind so they wouldn't be too largeThis is indeed going to be the first published game however the budget is not so much a problem (at least currently), as this is simply a side project during my off time until I complete my contract at the end of 2013 so I'm not afraid to spend X amount of money over that time.


Again thank you everyone for your insight.

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