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Shpongle

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About Shpongle

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  1. Shpongle

    software contract (good or bad)

      Don't think of that as a problem, think of it as an opportunity to have them turn you down.  ;)   In fact, I'd do just that when I used to freelance.  If there was ever a contract I didn't feel right about, I'd simply make 'em an offer they were bound to refuse.
  2. Shpongle

    software contract (good or bad)

    Sounds to me like you're the one taking all the risk here.  If the product doesn't sell, they don't lose anything.  Meanwhile, you've lost all your time and any financial costs you've incurred.   Personally, I would never take any deal where the only offer was a % of sales.
  3. Shpongle

    Investing into a Game Project

      First thing you need to do is determine your financial goal with this investment.  What are you looking to accomplish by investing this money?  Do you have a dream project you want to realize?  Are you looking for a specific return on your investment?   The reality is that throwing $30-40k at a project is going to result in losing it.  And especially so if you don't have any professional experience behind it.
  4. OP's long gone guys and likely isn't coming back.
  5. Shpongle

    How to protect the idea?

      You don't copyright features or mechanics.  What you are looking at there is getting a patent.  But for that you need to go through the process of submitting a patent application and having it granted.  But a patent by itself is worthless without the legal means to defend it.  Even if you did patent a game mechanic, are you willing to spend hundreds of thousands of dollars to defend it in court?   It also goes against the very thing that helped build the game industry: namely the copying of ideas.  If you look at the history of games, game mechanics and ideas are routinely copied.  It's precisely that which allows so many video games to be created.  If companies spent all their time patenting everything and then suing each other, the industry would be much worse off for it.   And in the end, it's likely that whatever ideas you have that you think are unique probably aren't.  The sheer volume of video games that exist or are being created means someone else has probably already thought of your idea.  It would not surprise me if it already exists.   The best thing to do is focusing on developing a game and making it the best implementation of your idea you can, and getting it to market.
  6. Shpongle

    Where can i start and how?

      The best language is whatever you happen to be using.  C++, C#, Java, Python, etc, can all be used to make a 2D game.   Eventually you'll likely end up learning multiple languages, so worry less about picking the "right" one right off the bat and just pick one and start programming.
  7. Shpongle

    How to protect the idea?

      This is precisely why a lot of potential investors won't sign an NDA.  For just pitching an idea and showing off a prototype, I'd skip the NDA personally.
  8. Shpongle

    How to protect the idea?

    I wouldn't worry about it for a couple reasons:   1) Ideas by themselves aren't worth much.  It's the execution of the idea that matters most.  You can have the most unoriginal idea in the world, but if you do it better than everyone else, you'll more than likely be successful.   2) Chances are someone else has already thought of it anyway.  And if it's a good idea, someone else is probably already developing it.
  9. Shpongle

    evaluate a game`s copyrights cost

    What you are trying to do is basically a business valuation.  There are a variety of ways of approaching this, but for something like you describe then a cash-flow model is likely the most ideal.   To do this you need to estimate the costs associated with operating this game, as well as the estimated inflows (i.e. revenues).  Typically such estimates are projected on an annual basis for a number of years, then discounted based on time value of money.  If your net discounted cash flow is positive then that's a good thing; if it's negative, then it's usually not something you'd want to invest in unless you are willing to take a loss.   The other thing to do is a risk analysis, to determine what types of risks you can be exposed to and their effects on the business.  Risks could be related to anything include customer base, financial, talent/employees, etc.  Ideally you want to go in with an idea of what the risks are and a mitigation strategy.  For example, a specific risk could include not attracting the right talent to support the game; you'd then want a strategy to address that in the case it occurs.
  10. One of the things I've been trying to figure out is how to best structure a game's code.  I've been reading over all the material I can find on programming architecture, patterns, OOP design.   But I think what would be really helpful is some real-world examples of game design in which I can peruse the code to see how others are structuring their games.   I know there is free source code for things like id games, and others, but I'm wondering if there are good examples of smaller games, especially those written in C#?
  11.   That's pretty standard for any profession.  People will usually only pay for professional results.  And delivering professional results involves building a skillset, which takes time.   The upside is that if you start now and work hard, you will get better and be able to one day deliver those professional results.
  12. Shpongle

    Chiptune softwares

    For anyone interested in NES-style sounds, I recommend the Tweakbench VSTs: Peach, Toad and Triforce.  They are designed to emulate NES sound/music sythesis and best of all, they are free.    http://www.tweakbench.com/peach http://www.tweakbench.com/toad http://www.tweakbench.com/triforce
  13. Shpongle

    Need help choosing a language

    I wouldn't get too hung up on which language you start out with.  You'll eventually end up learning multiple languages and a lot of the basic programming concepts you learn in one will apply to others.   If you do want a good language to start with, I'd probably go with C#.  I'm in the process of learning it myself and it's a relatively straight-forward language to learn.  The nice thing about it is you don't have to worry about as many things as you would with C++ (i.e. memory management).   You'll also be better poised to use things like MonoGame or Unity in developing actual games.
  14.   Reading this my first thought is: do you actually need to implement all these ideas?  Maybe the first thing is to look at the scope of what you are trying to do and then scale it back.   Otherwise, you're in a situation where you will have to take what you can get.  You stated that some of the people you looked at were inexperienced.  Well, that's just the reality of expecting people to do work for free.  You may have to accept inexperienced help, if you want help at all.  And if the quality of their work is not up to your standards, you will have to adjust your expectations.
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