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About Ricki80

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  1. Hello, quite simple question- we are planning a "serious-drama-thriller" like (NO cartoon or stylized) "2.5D" point and click adventure game (not fully 3D, only characters and few other things in 3D, backgrounds pre-rendered). With "episodic" (rather chapter like) format 4-5 "episodes". Each "episode" (we will call them chapters or something) probably 6-8 hours of gameplaye, price probably 19,99 USD per chapter/episode. Time frame between "Chapter" releases should be probably 3-6 months (rather closer to the 6 months). Production values quite high (full motion capture, nice realistic graphics/backgrounds, Nice realistic characters and faces, probably also facial capture; we have some experience individually, this wont be our first game)etc. It tackles some quite well known (like world known) issue/theme (so i believe its something like using some NOT well known franchise name). My questions: 1) Is it a good idea to, besides making 4-5 regular "chapters", each around 7 hours of gameplay- released one each 6 months. Besides this, do you believe it is a good idea to release also shorter (around ONLY 1 hour (vs 7 hours)) PROLOGUE "special chapter" for FREE? As a "demo" or rather for promotion reasons? The "Prologue" would be released of course along with the 1st (regular) chapter of the game (so anyone who played the prologue for free and liked it, could imidiatelly buy the 1st chapter). 2) Im not sure if the prologue should contain the actual beggining of the story, or some prequel stuff, or (and i like this the most) would contain a rather "side story" (that is happening at the same time of main story of 1st chapter, but is only mentioned in the regular 1st chapter). What do you think about this? Would this help to "advertise the game", whats your experience, what did you heart on this account? (I know only about two similiar games who attempted something similiar but im not sure how it worked out for them in the end... (the games: The Lion's Song: Episode 1 - Silence and The Descendant: Episode 1). Whats your take on making special shorter additional "zero" chapter released for free (for promotion reasons) in story driven "episodic" adventure point and click game?
  2. Yes, this one is a hard and vague one- in your experience, APPROXIMATELLY what would be the difference in development time when making 2D (2.5D) "point and click adventure" game (like Syberia 1 or 2, broken age etc.) VS. "point and click" 3D adventure like tell tale series or- better- Life Is Strange? Both would have realistic stylization created in 3D software (3ds max mainly probably) no hand drawn 2D graphics.   2.5D means pre-rendered backgrounds with simple invisible 3D geometry for navigation of real time 3D characters...   Lets say the team is experienced.   Lets say you have some tell tale game like the Game of thrones series, or even better "Life is Strange" game (full 3D "point and click adventure"), lets say the development time of "Life is Strange" is 100% time. What would be the comparable development time, if the studio behind Life is Strange decided in the begging to make Life is Strange as a "standard" 2.5D game (like Syberia 1,2 ; Broken age...) 50% of the time? 75% of the time?   What do you think, give me some RAW  ROUGH estimate please...   (engine would be pre made- unity or unreal)
  3. This is only because you are still a bit inexperienced, even if you don't understand what people are saying now as you progress it will all make sense.       I am taking a few days of to work on a portfolio piece, I could record my working times for you if you are interested.      No its not because of inexperience, its because are generally "stupid" or unwilling to provide any numbers/estimations even if you descrivbe the situation/problem quite good and clearly :-) and clearly state that you want just some ROUGH estimation, theyll spent instead 2 pages arguing that "it depends" instead of providing one post with number estimation :-). I get this problem a lot. For example i found out that most usefull forum on graphic design is http://polycount.com. Short, straight, to the point and HELPFULL advices. Not like on other forums where the answers are just stupid, of the point, obvious advices, offtopic, or fighting.   You provided straight meaningfull information, thanks for that :-).   If you are doing some high poly model with low poly version than yes, why not, if you could bother i would like to see some real world numbers.   By the way, for time recording/measurement i love to use "Free Stopwatch".
  4.     I will admit, having 3D objects that you need turned into game ready models is faster, however not by so much as you will think. In truth it only saves on the designing and planing steps. With out seeing the scene I will say a 30 hour scene(Four working days) will take 16-18 hours more(Two working days).   However making the scene from the beginning to be game ready will take about 30-39 hours(Four to five working days).     When you think of a 3D model and how long it will take to make it, that time is almost always wrong. When ever a client hires me I double the time I think it will take and there where times where I had to work a extra day or two.     Look, if you want to confirm the time it will take do the following:   Build a 3D chair for a game with textures and every thing, note down the time it took you to do it. Next delete that chair then build a new one for render, when the new chair looks acceptable when rendering note that time. Last, turn your ready to render chair into a game ready model and note down the time.   Doing it yourself is the only way you will really get a feel for the time.       Thank for your reply, it is actually helpfull (im not used to received concrete helpfull answer on this forum, so your response was a nice suprise :-).   And yeah, some personal test would be the best aproach.   Thanks again for reply.   If anyone else has an experienced gues how much time would it take, according to his/her own experience, step forward :-)!
  5. Well im not aiming for holywood style production quality, and so i believe "simple" scans of cloths on characters with A pose still have their place :-). So you advice to make A pose with slightly forward bend elbows, do i get it right? So somethine like this: http://www.3dscanstore.com/image/cache/data/Colour Male Clothing/Male 01/Pose 05/05-700x700.jpg Also, whats your oppinion on realistic creases and wrinkles on scanned cloth? How to get it right in order to look realistic and be animation friendly? For example here (and this page belongs to a scanning profesional): http://www.3dscanstore.com/image/cache/data/Colour Male Clothing/Male 01/Pose 05/03-700x700.jpg There are creases and wrinkles on both elbows and knees. Mainly on knees they are quite prevalent. Is this good? Wont it look bad when animating and the knee is bending? I would think so...?   I believe regardless of the reputation of this company, i believe they might have made a mistake here... The creases and wrinkles especiall on the knees wont look good on the final animated character... what do you think?
  6. No i dont really thinks so that you are correct, so i will rephrase my question:   Lets say that i was doing a scene (a room(a "rich room" with plenty of different objects- easy and quite diffucult to model)) that should have been used only for render videos, not ingame real time gameplay/engine running. So everything is quite high poly, no Lods, created, not a lof of unwrapped objects (just simple UWV mapping) etc. Simple a scene that supposed to be rendered into a rendered video on some render farm. Lets say i already spent 30 hours doing it. Now the art director or someone comes in and says: "Hey, we decided that besides the render video, we would like to have this room/scene also playable ingame, by the player, real time..." So you have to create now a low (or at least lower) version of the entire scene/room to make it playable in real time on PC (lets say on Unity or Unreal engine). That means creating normal maps, Lods, Lowe resolution of high objects, baking maps, etc. etc.   How much additional time you will have to spent on it? (besides those 30 hours already putted in). Additional 10 hours? Give me your best experienced guess... (Thank you, it will help me a lot)
  7. Im gonna be scanning (using cameras - photogrammetry method) real people (clothed, different cloths). These realistic clothed human scans will be used for several purposes, mainly render videos, real time aplications (game)etc. Thus they need to be rigging-skinning friendly. Also the people should hold positions which will allow (in real life) realistic cloth wrinkles and creases, that should look "realistic" and "possible" in all possible poses the resulting 3D character could hold. So which pose is both: 1) Friendly and easy for sub-sequent rigging and skinning for animation purposes...? 2) "Physically" friendly (in real life) allowing to create cloth creases and wrinkles that will look realistic and possible on later 3D mesh regardless of the pose it will be in (running, jumping, crounching, crawling etc...) T-pose is not good for this. A pose is much better. But maybe A pose with forearms bend forward a little bit like here would be even better?: http://www.bodyscan.human.cornell.edu/feature_bodyscanner/img/about/booth_lg.jpg https://s31.postimg.org/wf0iw13nv/views2.jpg What pose is the best for scanning realistic humans (cloths)? I dont need palms/fingers that much because they will be added/replaced later, i care mainly about the cloth scans, not so much about the "human parts" (head, palms+fingers, feet...) So far i got this result... https://s31.postimg.org/9s8a9qlyz/views.jpg Also, in your experience, what other rules should i follow? For example is it a good idea to have some clothing creases and wrinkles in elbow space of the future mesh? Wont it do some mess when rigging? Should i try to adjust the cloth on the human model posing for me in these places (elbows) to avoid creases for future skinning bending in the area? What other tips do you have?
  8. Hello We are thinking with our team of making "2.5D" point and click adventure game (for PC mainly). 2.5D means pre rendered 3D scenes (so they are just 2D background) (created mostly in 3ds max) but with real time 3D characters ("low poly" around 15K-20K polygons?) moving on the scenes.   I would like to know how much additional work would it be to create a full real time 3D scene instead of just pre-rendered 3D background? Like pre-render game like Black Mirror 3 in comparison with games like the company Tell Tale does or how the game "Life is Strange" was.   I guess i mean how much additional time would it take to "optimize" the original hipoly scene for 3D realtime game use- that means- create low poly versions of objects, proper unwrapping (not just UVWing)+; baking maps (normals etc.), maybe create LODs etc.   How much additional work would it take? If the hi poly scene creation takes 100% of time, what would take to "optimize" it for real time useage- 150% of time?
  9. Ok, so for a majority of games (not for all for GOD SAKE) , they sell a BIG BIG chunk right after release. What is the time window in which this happens, and after which the sales slow down considerably... I believe its 1 month after release... after that the sales slow down usually. Is this corrtect time window (1 month) or is it even shorter (1st week)?
  10. Lets say we have some indie game, but good looking, quite succefull etc., lets say vanishing of ethan  carter (just an example). Lets say that according to steam spy, the game sold 200 000 copies. And lets say that it came out in the beggining of of 2014 (just and example). So it was out for 2 years, endured around 6 "holiday" sale actions (summer sale, autumn sale,winter sale X 2 (for each year)) and 2 discount action/flash sales during the year. The game (besides the action sales) still sells for the full release price.   The steam spy says 200 000 copies sold. Is there a way how to at least a little bit APPROXIMATE the number of sales that happened for the full price and how much copies were sold for the discounted price? Before you say NO, lets at least try to think about one.   1) Majority of the games sell majority of their coppies in short space right after release. Whats the average time frame and copies sold? Lets say that on average game sells in its first month around 50% of its total sold copies (measured two years after the release). True? 2) Humble bundle- if the game sells on humble bundle you can easily subtract the ammount from steamspy numbers. Whats other tips you have on this issue?   Is it safe to say that in my example, 100 000 copies (50%) were sold in the first month for full price , additional 20 000 (10%) sales were made slowly through the 2 years for the full price, and the rest (80 000 copies= 40%) were sold during various sale/discount actions (-25%, -50%, -75%)?  
  11. Got_Rhythm   Nice but       Nice but 300 USD seems a lot for just this.   Maybe try removing it yourself... maybe even audacity has some functions that might help with this?
  12. You're right about that. However it's the seller who must increase the value. If the seller didn't, then it is assumed the price already included the raise. I guess which is why you want to use a retailer like Steam rather than running your own store. Ain't nobody got time to research the implications of selling something to 300 jurisdictions...     But that is quite recent change that indies are almost unable to sell games on their own sites... Its has to do something with the EU and it went in force only in 2015 i believe?
  13. Is the trailer out yet, i would like to listen to it  :-)
  14. Well i believe in my screenshoots it means that the VAT is included in the 19,99 USD...   Can someone write here VAT levels that apply for steam games in the most videogames selling regions...?    I believe its in general:    USA, UK, Germany... and then goes the other ones like russia, france...?   USA VAT for steam games is 10%? (or does it vary even per state in the USA :-O)? UK VAT 20% Germany VAT 19% France VAT 20% Russia ....   Well so basically it is as said in the beggining, its like any other shop i know around here (online or physical) you got one final price and the VAT is already included in it.
  15. Thanks for feedback/tips tricks, keep them comming :-).     Groovy one:  You wrote:   "Typically we budget about 100 lines per hour - given 2 maybe 3 takes per line."   100 lines per hour with 2-3 retakes in the end translates to how long final voice acting output? 30 minutes?
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