Content Packs
by Ben Immel · in General Discussion · 05/01/2007 (4:10 pm) · 10 replies
Ok, wasnt a hundred percent sure where to put this, so I hope I'm not wrong. I did do a search on the requirements for content packs, and I found, with the post I saw, that there aren't any real requirements. One thing I would like to know, even though I know there aren't any hard numbers, how many people on average buy the content packs? I know I can't get a real, guarenteed number, but I was looking for a ball-park kinda number. Thanks for everyones time!
P.S.- The kind of content pack I was wanting to do was something along the lines of a vehicle, maybe a sports car, not like the two in the store already.
P.S.- The kind of content pack I was wanting to do was something along the lines of a vehicle, maybe a sports car, not like the two in the store already.
About the author
#2
05/01/2007 (5:40 pm)
True, thats how my dad runs his business, word of mouth. Can I get a good requirement list of things they they should usually contain?
#3
"When you price code packs you need to ask yourself "how much would it cost someone if they implemented it themselves?". If i had to implement this i would spend ... i'd say at the very least 20 hours, but most likely more to completely implement, debug, and optimize it. My time is worth much more than $1 per hour... your price is a steal. ;) "
(a clip I found somewhere)
05/01/2007 (6:02 pm)
Just look at what else is being sold, use them as a reference. Check the garage games developer store, frogames.net, 3d-diggers.de, etc. Also, consider the following:"When you price code packs you need to ask yourself "how much would it cost someone if they implemented it themselves?". If i had to implement this i would spend ... i'd say at the very least 20 hours, but most likely more to completely implement, debug, and optimize it. My time is worth much more than $1 per hour... your price is a steal. ;) "
(a clip I found somewhere)
#4
05/01/2007 (6:10 pm)
True, and I'm not wanting to make a fortune, just some off to the side cash. Thanks everyone for the help, if anyone has any more tips I'd really appreciate hearing them, thanks!
#5
Personally, i don't like content packs, mostly cause they are "content packs", as in art assests.
Now what would excite me is some code packs, coding eats my time away, and if i could save time there, it'd be what would interest an artist like myself.
05/01/2007 (7:09 pm)
I guess it matters what you plan on making.... you mention a car, but how would your car be any different then the others? is it just the car model itself? Perhaps some advance scripts to go with it?Personally, i don't like content packs, mostly cause they are "content packs", as in art assests.
Now what would excite me is some code packs, coding eats my time away, and if i could save time there, it'd be what would interest an artist like myself.
#6
05/02/2007 (4:58 pm)
Well, call me ambitious, which I am, but I plan on having a content pack that is more of a 'sports car', unlike the rally and the other car in there. I plan on being able to change tints of the window, change the hood style, add or remove a spoiler, with various styles, change paint jobs as in either plain colors, or stylized with flames. Yes, ambitious, but with the only time consuming thing I have being school, I got time to dream and draw everything. And yes, if I could, I would add scripts to change all the tints, spoilers, etc. Also, Id have a total of three meshes, one with hard-top, like a normal car, one with a convertable top, up, and the other with the convertable top down. Will take me a while, but hey, here's to giving it a good shot, yes?
#7
Content packs must include source files - usually photoshop textures and ready to be exported for TGE and/or TGEA 3D files - and some kind of "ready to be put in-game" files - dts files and textures + scripts.
If your pack contains scripts, make a small documentation or at least a Instalation file.
And dont forget the marketing part is very important!
Christophe
www.frogames.net
05/03/2007 (12:55 pm)
Ben,Content packs must include source files - usually photoshop textures and ready to be exported for TGE and/or TGEA 3D files - and some kind of "ready to be put in-game" files - dts files and textures + scripts.
If your pack contains scripts, make a small documentation or at least a Instalation file.
And dont forget the marketing part is very important!
Christophe
www.frogames.net
#8
What phase of my design should I start posting a .plan? Or should I even post a .plan?
05/03/2007 (1:48 pm)
Thanks, I think for my first attempt Im gonna make a 'spy' vehicle, with a couple special surprises hopefully.What phase of my design should I start posting a .plan? Or should I even post a .plan?
#9
(for example, things such as buildings come in more use than something like a spy car)
Then look at something more complex once your got your feet wet.
As for the blogs... I'd say start them once you have something to show off (screens/renders wise)
05/03/2007 (2:42 pm)
I'd say make your first content pack something simple that more people will find a use for.(for example, things such as buildings come in more use than something like a spy car)
Then look at something more complex once your got your feet wet.
As for the blogs... I'd say start them once you have something to show off (screens/renders wise)
#10
05/03/2007 (4:09 pm)
Hm, well, knowing that you cant just hand out ideas, any suggestions on what kind of buildings or other, simple things? My idea of simple might be too simple.
Torque Owner Vashner
Never worry about numbers. Worry about quality and customer satisfaction and the money will come with it.