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aspiring newb

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About aspiring newb

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  1. aspiring newb

    Man Hours Necessary to Make a Game

    Thanks Lightness for the in depth break down of time as well as the advice.  The only thing is I am not solely doing the project to finish it.  I am doing it to gain experience in coding using C++ for the simple reason that it is the industry standard.  So even though other languages might work better, I am trying to grind it out with C++ for the experience.  This project serves multiple purposes as stated before.  The experience is specific to possibly getting a job with a game studio so even though I am aware that I can use any language to make an indie project for my portfolio, I want to expose myself as well as show to potential employers that I can finish a project that is coded in C++.  Thanks anyway!
  2. aspiring newb

    Man Hours Necessary to Make a Game

    @Norman, oh by the way, I pressed the down arrow on the score of your question by mistake.  I didn't even know what that number was for and scrolled over it.  When I did I mistakenly hit the button.  Oops!  Tried undoing it, but it doesn't seem to work.  If you end up reading and answering again, I'll click on an up arrow to even it out.
  3. aspiring newb

    Man Hours Necessary to Make a Game

    @Norman   2000?  Wow, that's a lot.  But I guess one person equivalent of a AAA title is a bit ambiguous to me.  Can you give any examples of such indie games?  The original Cave Story perhaps?  Even your Star Trek flight simulator (first version) would have been done in 336 hours if you worked every day for 8 hours on 6 week schedule.  Can you refer to some indie games that probably would take 2000 man hours to develop so I can have an idea of the scope you're talking about?  Thanks.
  4. aspiring newb

    Man Hours Necessary to Make a Game

    Thanks for the encouragement!   I plan to do what I can in the time I will have this summer, which comes to around 500 hours.  I've written a novel on my own time (unpublished of course and in desperate need of editing, but done nonetheless) so I'm not worried about time lost or anything like that.  I'm just a micromanager who loves to plan.  I've got a lot of the (very rough) designing for the game done and am still working on art assets while my semester goes by.  Just no programming.  And if my sprite work isn't done by the end of the semester, that means even less time devoted to programming.  Guess I'll likely be working on it well into my school semesters, but I don't mind.
  5. I wanted to know if anyone here had experience making a game on their own and how many hours would you estimate for its complete development (programming, sound, sprites, etc.).  I am currently starting a small game myself and would like to have an idea of how many hours it would approximately take me.   Of course I understand that certain factors may cause a great deal of variation.  For one, I have very little programming experience and have never completed a game in my life.  I also know that other things like fidelity of graphics, sound and overall size and scope of the project could determine length as well.  As such, I will give a clear vision of my game with regards to those parameters.   I plan to make a 2d action adventure game.  The graphics fidelity will be on par with something in the middle of Nintendo and Super Nintendo Entertainment Systems.  So nothing as smooth and detailed as Super Metroid, but definitely more involved than Legend of Zelda.  I've already started sprite work.   For sounds, I am just going to record my voice for a few voiceovers.  The rest of the effects will probably be taken from a public domain database or a sound database where sound effects are cheap.   For the size, there will be one large area with several rooms (similar to Resident Evil's mansion).  There will be no over world or much of an outdoors setting outside of the immediate area surrounding the facility.  For game time, there will be a max time (it will be timed) of eight hours, but the game will likely be able to be completed in a few hours.   In terms of scope, the game mechanics will include shooting, running, walking, throwing objects, environment interaction (closer to point and click than anything as involved as environmental damage), shooting and stabbing.  There will be normal enemies and boss types.  There will also be different endings depending on certain factors upon game completion.   The game will be written in C++ and I will likely use SFML (I am still learning about this in school and don't plan on starting the game until summer vacation).  It is a small project, so I don't really care about it having the highest level of quality.  I do plan on using it for a portfolio of work, so I don't plan on it being utter trash.  Point is I am realistic about it and know I am not making a AAA game on my first try.  I also understand that what I am undertaking is still very large for my level of experience.  Even so, I have a lot of time this summer and plan to work full time.   I just wanted to know, based off other's experience in conjunction with the information I've given, how many hours do you think a game like this would take to be completed?  Does 500 sound too small?
  6. aspiring newb

    Game Development Rig

    Thanks to all for the info.   @ Ravyne I agree the trackpads are awesome.  It's the primary reason I haven't been able to go back to PC since I converted to Mac!  However, in bootcamp the trackpad doesn't seem as responsive.  I've read lots of forums where people complained about the same things like clicking and dragging when you don't mean to.  I don't know if it's because I have Windows 7 or because I have OS X 10.6.8 (even though I got my computer less than a year before Lion came out, I haven't upgraded because I don't want my Macbook Pro to be a giant iPhone...lemme know if I'm wrong on that assumption), but even though the motions are perfect in OS X, they do cause a headache when they don't work in Windows.  Maybe I have the trackpad configured wrong on the Windows side, I don't know.   @ Aeramor Congrats on the new acquisition.  The retinas look nice from what I've seen at stores, but I've gathered that MacBooks weren't ideal for game development.  Also, thank you for the tips on the PC specs as well what to do on my mac.  I am wondering if the latter is applicable to me since all I have is the integrated graphics.  My 13 inch doesn't have a dedicated card like the 15 inch books do.  I really do want to invest in a proper machine, but in the meantime, I think I'll follow the mac advice you gave because I am only starting up and trying to do stuff in my spare time while I go to school.  The stuff I am going to be doing probably won't tax a Super Nintendo.  That is until I get enough experience to jump into more advanced game development (I'm level 0 at the moment and going to school for Computer Science).   Also, I do have a legitimate copy of Windows 7.  I bought it thinking my classes would have lots of programming based on Windows tools (like Visual Studio) but they don't.  I'm still early in my degree, but it looks like anything my peers can do on a PC for class, I can do on my Mac.  Still, I felt like I was ripped off paying 300ish dollars for Windows and not having any suite included.  On the flipside, it's like I got 2 computers in one, so the price isn't too outrageous with that consideration.  My school offers licenses for certain things like Office for cheap so I guess I should get myself to IT soon.
  7. What's a decent rig setup to develop games?   I want to build a dedicated PC for developing games.  I have a macbook for personal use, but I want to focus making games on PC with microsoft tools.  I plan on making pet projects while I am still in school so I don't need something that is going to power the next Crysis. Still, I wanted to know if using bootcamp on my macbook would suffice, or if I should just build something separate.   I've read that bootcamped Macs essentially are PCs and even have Windows 7 on mine, but there are certain types of software that won't work on it (I am guessing because of the Mac architecture but really have no idea).  If there is anyone that has tried to use bootcamp to develop games of small scope on their macs, have you run into any problems using tools that are built for native Windows Machines?  Will things like differences in keyboard layouts, inputs, and trackpads (really hate using the trackpad on my bootcamp, but I guess I should be using a mouse anyway) affect programming?
  8. Thanks warnexus. Google is definitely my friend.  I rather work on C++ instead of java though, because even if I don't plan on releasing anything in the near future on a commercial level, I will want to develop the programming skills and show it through my portfolio should I ever apply for a job at a video game development company.
  9. Thanks to both frob and warnexus for the replies.  They were completely different but helped answer some questions I had, nonetheless.   The Dictionary was a great resource and I will work on becoming competent in the knowledge and application of these concepts.  I am, as stated earlier, taking an algorithms and data structures course at the moment.  The other information was also noteworthy, but reading it resulted in more questions arising.  For one, I see what it would take to secure a job, but does all the above get you in the door?  Specifically, what would it take for me to even get an interview to get to the point of demonstrating my CS skills and mastery?  I have a nonexistent resume at the moment and hope to make it look pretty with some projects I do during the time I am not doing homework (this game and possibly starting a blog documenting its creation).  What else would make a resume pop when being viewed by someone in your position?   And to frob, I am aware that my implementation of the program is what is important and will do the necessary research.  I do already have some ideas on where to start and am in the process of designing the game before I program, but I wanted to know more information on the graphics side.  I am very green in programming in general, so my experience is lacking, but I want to know if I am to program a game from the ground up, will I need to become familiar with separate software for sprite creation?  I am guessing I will use the assets in my code, but where do I create them?  Or am I just asking the wrong questions?   Thanks again.
  10. I am sure this has been asked a bunch of times already, but I will give some background information because I want a more personalized response then what I've encountered in these types of forums.   First, a little bit about myself.  I am a Computer Science major.  I have one year of undergraduate schooling left that constitutes pretty much 2 years worth of classes in the major, because I transferred from a completed psych degree with most of the general classes done so I am solely working on the major now.  I have taken classes in Java and C.  I am not a great programmer yet, but I have become more aware of concepts through the algorithms class I am currently taking.  I am only barely familiar with linux/unix and other languages like perl, scheme and prolog.  I am also in the second digital electronics class of a 4 class hardware series.  Most of the classes I have taken so far are math related (preCalc, Calc I, II, physics I, II, and currently taking Calc IV which deals with vector math).  I plan to learn C++, because it seems to be the video/computer games industry standard.  Maybe add a little python in there since I read it's a good language to make games along C++ (how or why I would like to know).   For personal skills which can aide this process, I am decent at drawing and I write in my spare time.  I am a planner to the extreme, so organization and setup is key before I'd even jump into programming something like this.   I don't know what direction I want to take my degree and will probably accept the first CS type job I can get to pay my student loans when I graduate.  However, I do want to develop games on the side on a small scale (indie games, 2d, and possibly 3d eventually if I can find like minded people who would work on something in their off time for nothing but the promise of experience and possible future pay from digital distribution).   I want to do something small in the beginning in which I can do everything myself before moving onto bigger projects which will necessitate 3d artists, musicians and other types of staff.  I want to learn what I need in order to make a 2d game from the ground up (sprite based graphics, C++ programming).  It will be single player and have things like characters that can walk/run/attack, sound effects (likely taken from a public domain sound effects site like soundbible), action which requires hit detection (shooting enemies), items that can be picked up like a set of keys or items that can be picked up from the environment like picking up a box and throwing it at an enemy, (un)lockable doors, and multiple endings.   Please let me know what kind of languages, software and concepts I would need to become familiar with in order to make something like that myself.  I see stuff like "whatever you are familiar with is good" but I'd like answers more in line with what standards are expected if one were to work in the industry.  I don't really care about learning too much about 3d graphics yet if ever, because if this became more than a hobby, I'd want to collaborate with 3d artists who could worry about that.  I do want to learn how to incorporate 2d sprite and tile based graphics into my coding and in general how coding a game works.  I would also like to find a good resource on game design for beginners.  Especially something that could have tutorials on making schematics if thats necessary.   Also, if I'd need to make a website to promote something like this, would a blog be good or should I make one from the ground up as well?  Sorry if I'm asking so many questions at the same time, but I have done a good deal of reading and understand that doing something like this doesn't simply consist of having a good idea.  It seems to take lots of work, testing and eventually promoting, so I want to get a good idea of what to expect with all of the above.   Please, if anyone has a good answer and/or helpful resources (websites, literature, etc.) for any of the questions, it'd be greatly appreciated!
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