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aspiring newb

Member Since 07 Mar 2013
Offline Last Active Apr 08 2013 03:14 PM

Posts I've Made

In Topic: Man Hours Necessary to Make a Game

08 April 2013 - 12:36 PM

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!

In Topic: Man Hours Necessary to Make a Game

07 April 2013 - 02:54 PM

@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.

In Topic: Man Hours Necessary to Make a Game

07 April 2013 - 02:13 PM



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.

In Topic: Man Hours Necessary to Make a Game

06 April 2013 - 03:17 PM

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  I've written a novel on my own time (unpublished of course and in desperate need of editing, but done nonetheless) so I'm not worried about time lost or anything like that.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.

In Topic: Game Development Rig

21 March 2013 - 07:31 PM

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.