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Member Since 25 Sep 2002
Offline Last Active Private

Posts I've Made

In Topic: Questions concerning crowdfunding/risks

Today, 05:50 PM

I already have an "Abitur", which is a degree that allows me to go to university or start a job training

I'd actually assumed you were already studying at university for a degree. If you already have the necessary qualification to do so then my recommendation would be to go to university and to continue making your game in your spare time.

Do you think that's enough or is there still something missing to convince the viewers to back some money or at least share the campaign with friends who may invest some money in the game?

You're still missing a proven track record and industry experience, and even with both of these things many teams fail.

To reiterate my earlier suggestion, why not continue your studies (with the new aim of attending and completing university) AND continue working on your game?

In Topic: Questions concerning crowdfunding/risks

Today, 04:46 AM

Is it enough to show a working prototype with some spaceship and character models and some terrain and a little bit gameplay (it's a game taking place in space and on planets) to get my game funded? How much should I expect if I am almost alone working on this and does not have any job experience in game development (well, I have some experience in developing games - I learned it by doing)? Are $35k earnings by crowdfunding realistic?

Unfortunately I think your chances would be extremely low.


There have been a growing number of failed crowd-funding campaigns from inexperienced developers, resulting in people tending to distrust developers unless they're really convincing.


Consider for example Algo-Bot (Algo-Bot: Lessons learned from our Kickstarter failure) which unfortunately failed to raise $60,000 on Kickstarter; this game was from an experienced developer with plenty of prior releases, was popular enough to be greenlit, and already had fantastic release-quality artwork (you can see a couple of screenshots in this older article) and game-play footage.



However, I suppose if you're confident, you have a good portfolio and if you can show some quality screenshots and video there's no harm in trying.



Personally, I would continue working on the game in your spare time whilst you complete your studies, and then see what you can do to release the game at a later stage after you've made more progress.

In Topic: Basic C program what am I doing wrong?

29 April 2015 - 12:53 AM

That seems like a fine goal, but just checking if you know that you don't strictly need to learn C before C++?

Despite it's origin C++ is a completely different language to C, and the correct idiomatic usage of each language is very different; code that is normal and correct C will probably be considered bad C++, and code that is normal and correct C++ may not even compile as C.

If you want to learn both languages that's great -- knowing C can be beneficial in its own merits -- but if you're just doing it because you thought you needed to to properly learn C++ you may as well save yourself the time and effort by just starting with C++.

In Topic: Game designer

28 April 2015 - 09:55 PM

Good communication skills are also used for writing lots of emails/posts and assignment descriptions to any other team members

This is worth highlighting, communication is important in any development role, not just for designers.

In Topic: Game designer

28 April 2015 - 08:14 PM

So the tasks of a  game designer in general would be content, world, system design and story writing.

In a smaller team a designer may work on some or all of these, but for larger teams in a professional environment some of these are separate jobs that may be given to different people.

Content will probably be created by artists, and the story will probably be written by writers.

Designers are concerned with gameplay systems and interactions (see "what are game mechanics?"), creating and fine-tuning formulas (for damage calculations, reward schedules, frequency of random encounters, etc.).  They are likely to create design documentation (game design documents, diagrams, flowboards, spreadsheets of game stats, etc.). 

Note that this is assuming typical western titles; in Japan it's common that a "designer" is an artist.


In general in medium and larger companies do game designers need to know how to program?

Not necessarily, but it's valuable to know at least some of the basics, as it's reasonably common for designers to directly tweak values by adjusting config files, editing or writing scripts or adjusting smaller sections of code.

For a design role you should be good at math (statistics are particularly useful), and should have a solid understanding of how different gameplay elements interact and how to create a good user experience.