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Skeleton Pack Blog 2
Skeleton Pack Blog 2
| Name: | Andy Hawkins | ![]() |
|---|---|---|
| Date Posted: | Jul 02, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Andy Hawkins |
Blog post
Well its been another week and a few more sales. Hopefully I'll sell a few more Skeleton Packs soon. Thanks for everyone who did buy one. I'll be working on the next pack very soon :)
So I'll be chipping away at the Max anims which are going extremely well by the way, so they might come in earlier than the intended August release. But you never know, as with all things IT and schedules, think of a deadline and multiply it by 4! Heh heh.
Once I've done the Max and Milkshape anims creating more content packs should be faster. However therein lies an issue. How many content packs does this community desire? For example to make a decent living off content packs a developer would need to create more content packs in one year than have been made to date, unless of course one met with huge success. So that many packs would flood the market wouldn't it?
But you know! For the purchasers of content packs you are getting a great deal :) I worked out that the current content pack took me about 100 - 120 hours, and to pay someone for the work involved for what you get in the pack, and any others for that matter it would cost more that $39.95.
If you haven't done so already, head over and have a look...
Skeleton Content Pack
So I'll be chipping away at the Max anims which are going extremely well by the way, so they might come in earlier than the intended August release. But you never know, as with all things IT and schedules, think of a deadline and multiply it by 4! Heh heh.
Once I've done the Max and Milkshape anims creating more content packs should be faster. However therein lies an issue. How many content packs does this community desire? For example to make a decent living off content packs a developer would need to create more content packs in one year than have been made to date, unless of course one met with huge success. So that many packs would flood the market wouldn't it?
But you know! For the purchasers of content packs you are getting a great deal :) I worked out that the current content pack took me about 100 - 120 hours, and to pay someone for the work involved for what you get in the pack, and any others for that matter it would cost more that $39.95.
If you haven't done so already, head over and have a look...
Skeleton Content Pack
Recent Blog Posts
| List: | 07/28/08 - Lightwave Tut and BRAVE progress 05/31/08 - BRAVE Troop Deploy Code and Modelling 05/15/08 - BRAVE Base Camp 05/04/08 - BRAVE Beta Release 04/27/08 - BRAVE - London 4 04/21/08 - BRAVE - London 3 04/13/08 - BRAVE - Awwwright! - London 2 04/09/08 - BRAVE Update - London 1 |
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Submit your own resources!| Jesse (Midhir) Liles (Jul 02, 2006 at 02:56 GMT) |
| Andy Hawkins (Jul 02, 2006 at 03:52 GMT) |
| Phil Carlisle (Jul 02, 2006 at 08:45 GMT) |
I think the issue might simply be the subject matter. A skeleton seems a bit on the niche side to me. Which I guess is why everyone else has gone for "heroic human" or "fps weapons" kind of things.
I could give you a list of packs I'd like to see, but they would be pretty biased :)
I do think there is money to be had for developing content packs, its just that one product does not cover a wide enough selection of game developer needs to be productive. If it were a "monster pack" which had skeleton, zombie, etc etc. See what I mean? that becomes a lot clearer proposition for buyers.
You could even make different TYPES of monster pack.. i.e. RPG Monster Pack, with ogre, skeleton, troll or whatever.
Look at what Max Shelekhov does over at www.3drt.com for a good example. His stuff cross sells, because it has enough in it to promote one item with another (i.e. if I'm going to buy one monster, I'm likely to go with another in a similar style).
| Andy Hawkins (Jul 02, 2006 at 09:48 GMT) |
| Rob Parton (Jul 02, 2006 at 18:17 GMT) |
| Thijs Sloesen (Jul 02, 2006 at 19:02 GMT) |
I can't have enough content packs :D For me, they provide a starting point when developing games. If nothing else, they are a replacement for the art I will eventually need in the final game. But they are also a good place to use as "base" content - content to modify to suit the need of the game. And sometimes they are event just "drop and play" :)
For my current project I have thought about a skeleton, but I just can't find a good way of fitting it into the concept. But don't be discouraged. Your skeleton is on my list of possible content packs in case I need one :)
| Michael Cozzolino (Jul 03, 2006 at 12:19 GMT) |
Hold on Andy. Hopefully later this week I can buy your pack. That's atleast one buyer you can count on :)
| Andy Hawkins (Jul 03, 2006 at 13:44 GMT) |
@ Thijs and Michael - thanks for the support guys. Even though the max people are very quiet at the moment ;-) I know there's a few of them out there, because this engine is heavy geared towards max users.
A monster pack .... hmmm... traditional human folklore type stuff or creepy icky *uck with your mind kinda monsters?
Edited on Jul 03, 2006 23:48 GMT
| Michael Cozzolino (Jul 03, 2006 at 19:03 GMT) |
BTW my reimbursement check came and I'm a proud owner. I'll write up a review as soon as I can get to it. I have some code to port to TSE :)
| Andy Hawkins (Jul 03, 2006 at 22:39 GMT) |
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