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Member Since 16 Dec 2012
Offline Last Active Apr 15 2014 03:44 AM

Posts I've Made

In Topic: Does making a game like fruit ninja/angry brids require a large team

18 December 2012 - 08:59 AM

1 / 2 years? arent you overcomplicating stuff? using already made plaforms for physics and rendering (heck if you know how, you could roll your own), and if you are confortable with development you can pretty much throw a game like this in a few months. Those games are not that much complicated, with a team of about 5 guys, artists sound and programmers, you can do it in that time frame.

I usually make 90% of the game in the first month and spend the rest of the time on polishing the details, finding bugs and usability analysis.

Do you work on these games alone too? Have you released any games for iOS or android? I am just starting and would love to ask someone who has gone down the same path a few questions.

In Topic: Does making a game like fruit ninja/angry brids require a large team

18 December 2012 - 08:58 AM

* Coordinate all of the design into a polished game (game designer)

Thanks for the reply. I think I should start out by making the game with basic graphics and simple animations done in photoshop/paint. Once I have the game design down, I will spend a lot more time on polishing it and making it attractive. I will probably end up buying a graphics tablet and a copy of adobe creative suite and just work away with some art/graphics.

Does this "game designer" do any programmig related work?

In Topic: Does making a game like fruit ninja/angry brids require a large team

18 December 2012 - 08:43 AM

Well your question is a little too vague, even though you used specific examples. I'll try:

Fruit Ninja was a game made by a professional game development company with access to experienced programmers and excellent artists. It's an extremely polished finished product. If you mean exactly Fruit Ninja, then yes, it requires a large team. I believe they finished the game in 3 - 6 weeks, but again, they had a bunch of people who already knew what they were doing, project managers, etc. You're just a programmer as far as I know. There's a lot more to a game than just simply making it work.

If you mean Fruit Ninja vaguely, as in some simple gameplay, then sure you could make that alone. It'd be a great project to try. But if you're trying to push a professional project, you'll need an artist and some music, and a means of testing your game on a significant number of different people. It's a ton of work. That's just the nature of games.

Check out the speech given by the lead designer of fruit ninja on GDC Vault. It was amazing. He describes the development process in detail.

This is what I fear... I am just a lone young programmer and I feel that I will never be able to get something as polished as fruit ninja all on my own .. unless I spend months and months... I agree there is a lot more to a game then just simply making it work.. but that is all I am capable of (making it work).. the other stuff.. well that will come with time I guess.

and thanks! I will be sure to check out the video. I am afraid it might demotivate me though because they have resources and I am just myself.

In Topic: Does making a game like fruit ninja/angry brids require a large team

18 December 2012 - 08:40 AM

With a game maker, it might be done within a week but with more limitations.
If you use high level tools and languages, you should be able to make a good game in one or two years.
If you search for the ultimate tools or pay too much attention to small details, you will get bored with the project before it is finished.
If you have more than 5 programmers in the team, 90% of the time will be wasted on poor communication.

I plan on getting started early 2013, and will be working alone. The game will be 2D and have some mediocre animation work.
Platform will be Android and programming wise I am capable, graphics/sound effects/UI design is not my strong suit.

The mechanics might very well be doable by a single programmer in a sane time, but creating the highly polished graphics, gameplay, user interface and content might not be easily achieved. If you know how to do those things properly however, you will likely get something that works after a few iterations of the features.

Creating a working prototype with the most basic of graphics is not a problem, I think I am capable of that. The involved physics should not be too complicated, the tough part is making it look pretty, as is with most games.

In Topic: Question about use of JNI

16 December 2012 - 09:25 PM

Thanks everyone, this really clears up some questions. :)