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Requesting your opinion on design and production values

Requesting your opinion on design and production values
Name:Anders Linder-Noren 
Date Posted:Jul 07, 2007
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
Well, development on my Rush hour game has been non-existent as I have been on vacation with my girlfriend (and still am, she doesn't like me sitting at the computer though... schh) and thus am spending a lot of time with her, and getting away from your computer for some time can actually help the progress of your game, believe me. When you aren't thinking in bits and bytes, you start to think about the design and layout of the game, and I have worked out two different options on how I should make the game. FOr more info about the game and it's mechanics, check the plan I posted before this one.

The two different options doesn't touch the mechanics of the game, since I refuse to change that ;) They do differ the productionvalues of the game hugely though.

Option one:
The game has a roadmap, with different locations. The further you get, the harder the levels are.

The game has multiple different backgrounds, depending on where you are. The small community where you begin has some small roads and pick-ups for instance, while the final huge city has sportscars etc. Think GTA-based progress ;)

The game has a huge variety of cars, maybe 40-60 different cars (where cars can look the same but have different colors)

The game has around 150-200 levels

Summary of option one:

Option one features the bells and whistles that pretty much all indie games has these days. The problems will be creating different backgrounds (think a new background for every 10th level) and cars - I have spoken to an artist who can create ten cars for $80 and has a reputation for having cheap rates - multiply that with 6 and add the costs for logo to the game, roadmap with different locations, as well as sounds and music, and you have something that is way above of my budget. I hope you understand my concern.

Option two:

One background, no roadmap, ten cars and maybe 60-80 levels.

Summary of option two:

Option two is, well... Cheap. I have contacted a artist who can create ten cars, logo and background for $160, which seems like a pretty fair price after all. The reason for having only 60-80 levels is due to the low number of cars - nobody wants to play a game with 200 levels without graphical variation. If I go with option two, I might get it to a portal or two, make some money, and have enough to finance the graphics and sounds/music for making option one as a sequel.

Casual brainstorming

Going with option one will give me a solid game with great production values and nice variation - with the right contacts and as long as I don't screw something vital up, it could become a decent hit. Targeting the right crowd, it could create some pretty nice $... And I sure wouldn't mind having a game with nice production values as my firstborn. I could probably handle creating a nice road-map, since I am rather skilled with static (non-animated), simple stuff in photoshop, but creating the buildings for the road map would require a proper artist. The cars would definitely have to be done by a artist, but I could probably create the backgrounds by myself, as long as I have worked out some nice building-blocks to create them from. Logo could be done by me, but would probably yield a result in the same class as a proper artist could create. I will try to create some cars myself using car-blueprints as templates (without creating a complete copy of the car, don't want no problems with the car companies)as soon as I get back home.

Option number two would save me a lot of money, but probably wouldn't end up doing more than so-so.

Conclusion

So, this is where I stand. It ended up quite a long plan, but I hope that some people made it through and are willing to post their opinions and tips.

Best wishes,
Anders

Recent Blog Posts
List:07/10/07 - Preprogress of Taxi Traffic Jam
07/07/07 - Requesting your opinion on design and production values
07/03/07 - Starting on a side project
07/01/07 - Game and company progress
06/14/07 - Playing tetris and making progress
01/24/07 - Future yesterday, website today, TGB tomorrow
01/20/07 - Working on the website
01/06/07 - Long time, no blog

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J Sears   (Jul 07, 2007 at 14:27 GMT)
One thought to help is this, if your only going to have one background and ten cars, I don't think people will want to download something like that when they could play it in a flash window just as easily. But if you released that version for free and as your download version went with option 1 with lots of different graphics and enhanced gameplay that might work out better. That way people get the feel for the basic game with the flash version and then you ad for the download version and show some screenshots of the extra options and better graphics.

Anders Linder-Noren   (Jul 07, 2007 at 14:31 GMT)
Could work, the only problem is that I can't develop anything in flash, and that hiring someone to do it would cost quite a bit ;) Of course, it might be worth to check into when and if I launch option 1 on portals.

David Higgins   (Jul 07, 2007 at 20:05 GMT)
Anders, consider option 3 -- work with a limited subset of option 2 -- and then attempt to get a publisher to fork over the rest of the money to make option 1 a reality --

Granted, it's not easy to do ... I won't lie to you, but if your game has real potential and is fun to play, a publisher is usually willing to help make the game that much better -- why? because they profit from it.

Take for example GG (this in no way represents GG, just an example) -- if you were to show them the product with 1 background and 10 cars and maybe 10-20 levels of gameplay ... and you asked them to publish it and they try it out and jump for joy, they may actually be inclined to pay an in-house or third-party artist to polish up the art you have and add even more while you continue to develop additional levels and what not ... and then they'd publish the game in there store ...

Now, this is not the case with all publishers, but I'm pretty sure a good portion of them are willing to work in this manner -- in the case of GG, if your using one of there engine products, they are even more inclined to help out


Just some food for thought ... might help alleviate some of the woes



Anders Linder-Noren   (Jul 07, 2007 at 20:21 GMT)
Interesting. This could be done, of course... The game isn't made in TGB (which I own but don't use for certain reasons), it is made in the infamous Game-maker :) Since the only problem is the art/sound side, making the smaller versioon and contacting publishers with the WIP might be a good idea... I'll keep it in mind, thanks.

David Higgins   (Jul 07, 2007 at 20:26 GMT)
Anders, heh ... your comment poses an interesting question ... :)

and your welcome.


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