This is how you can increase your game price from 20ish to 25ish bucks: Open Door 6. (Sort of)
Animations. Custom made animations are expensive.
Earlier I was thinking that 2D versus 3D means cheaper expenses (Which probably is true) but after re-thinking this I believe that animated versus non-animated has much more dramatic expense increase.
If you have a 3D game without animations, it will (quite likely) be much less expensive to produce than a 3D game with animations. Doing a 3D game that relies on physics for example cuts expenses pretty nicely in the art department. Same thing with 2D games: a physics based non-animated game (or with little animations) will require much less work than a 2D game that requires animations.
This might sounds obvious thing (or “not a big deal”) to some people, but I really think that game developers – especially beginners – should think of this when starting their new game projects or when adding new features. The more animations it needs, the more work it means.
I’ve done Dead Wake for couple of years, and I’ve done my best trying to avoid creating animations (or art) for the game… and even then it has required a pretty good amount of hours to get all the pieces together. I tried having animations and even hired couple of guys at some point but it took quite a bit of time (and money) to get things moving. That approach wasn’t a good (to make things from scratch) so I focused on getting ready made art packs (and then customizing some animations). I’m not complaining – this has been a long dream (like since when I was 15 years old or something) to create a 3D game and I I’m really close to the release.
But if there’s one thing I’ve learned about costs, it’s the thing that animations can be expensive and take loads of time & effort to get done.
Are they worth the effort?
That’s for you developers to decide when you are working on your games. I’m doing the same.
And I mean board games.
I just ordered Nostra City board game from the British shoppe behind Door 4. Paul – the owner – replied to my email in like 35 seconds and the packet was sent in the same day of the order. Prices are good (so good that Finnish guys should order things from there rather than from Finland).
Warmly recommend it.
Good place. Good service. Good prices.
(That’s a marketing recipe for indie game devs as well.)
I’m preparing more time to get my Dead Wake game engine upgrade done. The tricky part where I was not seeing any 3d models got solved (phew). The next step is to fix the issue with the new player controller that keeps falling through ground. And then it’s time to do the line pick fixes.
And check that things work elsewhere.
The good news are that now the shadows work better with graphics drivers, so compatibility got better and the game works on more computers now. Gotta get these final pieces together to be able to start selling the game. (I’m glad this got tested and spotted before the release).
Santa Claus doesn’t mind if people don’t believe in him. It’s enough that he believes in himself. Same goes for game developers I think.
Anyone looking for a good book, should check out the book behind Door 3. In my not so humble opinion, that book is so made for all creative wanna-be developers and people who want to find a way to make game dev. Or just people who like to get a different view on things (I’m on page 15 and really enjoying reading it).
Door number two is ready to be opened. This time it’s a chart about getting money from games – and how the money moves to developer pockets.
It’s the first day of December and naturally this game producer blog needs an xmas calendar for you guys to check out. I have a big pile of questions/article suggestions/and more, and for the first Door,
I’m presenting a handy guide that explains how the game development process generally goes.
Click here to open Door 1
(You can literally spend years and years doing this. The odd part is: it’s usually fun too.)
New door to open tomorrow!