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glenrm

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  1. Great responses and resources. Trygames certainly sells some large downloads. What if you want to sell the game from you own site, but use somebody else to handle the payment and downloading? Is this practical for large games? Thanks.
  2. I was wondering if anybody has used any of the online distrbution or sales networks. Specifically if you want to sell you game from your own website digitally. Also does this work (in an economic sense) for large games (400+ MB)? Thanks.
  3. Don't clone it, put a new twist on an old idea. Add something original to the mix. Better yet start you game around a core original idea and add gameplay elements from other games on top of that core idea. For instance: It is somewhat like a combination of Donkey Kong and Tetris but with diamonds and elephants instead of blocks and monkeys.
  4. Something that often gets left out is a strong web site that allows for checking of server status, forums, and of the most important piece getting playes credit card information. Other than that the may trick would seem to making sure your code is scalable. Don't get hung up in the .NET vs. C++ or OpenGL vs. Direct X, these are all side issues when it comes to creating your MMORPG. Either choice could be made to work.
  5. Go for it! If you have the talent in your group and $$$ in your group to try this idea why not? Prepare for a possible let down or failure in your first product (i.e. doesn't sell as well as you thought). You will learn a lot in trying to get this product/company off the ground. Just because others have failed doesn't mean you will and even if this product or company fails you will learn a lot from the process keep that in mind.
  6. A number of great ideas floating around here. I have to think that a whole new direct to consumer publishing model is about to become workable. There is Half-Life 2's steam powered direct to consumer, Stardock, and the Garage Games site. So clearly both large and small developers want access directly to the consumer. I tend to worry mostly about getting my next game into the hand of my customers without going through a traditional indie publisher. Perhaps you should look at some more dynamic and new publishing models to help with your idea. Also you could partner with an indie developer, perhaps buying a portion of the indie developer or teaming with them to create a new dynamic publishing site.
  7. Make sure your name is not too bland. I often think my companies name "Dynamic Adventures Inc." is just to bland, maybe "Blended Frogs" or some other hip/cool/awesome/ name would have been better. Also learn to code...
  8. An interesting topic, I wonder if this would work with large games say 300 MB+ or is the bandwidth cost too great...
  9. In essence a developer could decide how much risk they wish to take or work they wish to do and the rewards would be increased the more risk/work the developer takes on.
  10. You can do it in MFC (I have done this for my Zenfar I) the advantage is that you can use CString and the other built in MFC classes. The disadvantage is that most Direct X examples don't do this. Do whatever is quickest and most comfortable for you. Good luck!
  11. Of course you could think of Donkey Kong as a rip off of King Kong...