Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 06 Apr 2014
Offline Last Active Jun 22 2015 12:24 PM

Topics I've Started

How much it will cost to dev a game...

09 April 2014 - 01:44 PM

So, I have a contact that was the lead for the first Medal of Honor with Steven Spielberg (Tom Kudirka of 2015.com), and I told him I was interested in deving a Quake Live knock-off (with much improvement), which is a competition FPS arena shooter.


Anyway, he remarks that he would love to go into dev with me on this project, as long as I had the several million it would cost for production, sighting that the AAA games cost $10s of millions to produce. 




I have the market influence and penetration for audience support of this game, I have the business, marketing and management experience to run a dev company (have held top exec roles in dif companies, and am a CEO of a Charity today), and I have pro-gamers (and a little bother who is pro) as friends who would fully support our release..and I can raise money for funding...but I am not interested in funding or building the next AAA release. 


I just want to build a better Quake Live, as Bethesda (the company who acquired id software) is totally neglecting supporting the game and is losing its player base. I know we can do it better...


So here I am looking to build a team, and honestly looking at what kind of budget I would need to do it - and on a budget, as an indie dev start-up?


I'd like to dev on the unreal engine, and it's just gotten insanely cheap to licence btw. I'd want this to mimic QL in the sense that it would be a competition first person arena shooter, based on performance before eye-candy (but that's important too). I have some ideas that would really set this apart, but I also know what is needed to attract the hard-core crowd and keep them.


So yes, multiple points here, but with that...


Can anyone give me a ballpark idea of what kind of budget it would take to do something like this, from front to back?


Thank you,



Setting Up Server Network for online FPS

06 April 2014 - 11:48 AM

We are creating an online multiplayer FPS influenced by Quake Live using the UNREAL engine. 


QL has servers all over the place and still we have ping and performance issues (which I have another post regarding netcode and prediction software. If you can help, please see that too)


My question here is, I know that we need servers all over to get the best pings, but can anyone give advice on how close they need to be, or any info I can study in regards to this?


Also,  what kind of servers do we need to deploy on this network? What kind of specs? Any links or detailed answers would be greatly appreciated!!!


Thank you,





Clan Leader, ROTN (Revenge of the Noobz) Quake Live
Lead Project Manager - FPS Shooter



FPS on UNREAL - GGPO or other prediction netcode?

06 April 2014 - 11:31 AM

We are building a first person shooter on UNREAL that is similar to Q3 and Quake Live - but trying to address the common issues.
I have been doing some research on what’s out there to help with adopting better performance based on netcode taking into consideration the ping/lag issues that seem to be, to this day, a major issue with most-all online game-play.
What is the best solution for a possible licensable netcode plug in we can use for prediction code?
Something I came across is called GGPO that was developed more for fighting games. GGPO is also used in FPS online games and is something we can license, but does anyone know if this is a good or bad solution for prediction software/netcode?
This is the info I found on wikipedia: http://en.wikipedia.org/wiki/GGPO
Are there any other or better solutions?
Clan Leader, ROTN (Revenge of the Noobz) Quake Live
Lead Project Manager - FPS Shooter