Hi guys. Just a few questions on getting started.

Stryfe01Stryfe01 Member Posts: 146
edited November -1 in Introductions
I've started assembling a small dev team. All funded wih my own money. I'm hoping to be able to create my first game for under $5,000, with the hopes of making a small profit or just breaking even. here go the questions.

1) What equipment should I purchase besides a Mac?
2) What is the preferred graphics/animation software of this community?
3) What are you finding to be the average development time on your games?
4) Should I create my assets in high res textures in case I plan to port to iPad?
5) Are you guys having fun doing this?

Any information given would be helpful. Thanks in advance.

Comments

  • EastboundEastbound Member, BASIC Posts: 1,074
    1) Well you have a whole team, I would assume that you would need multiple macs and a couple of generations of iPhones to test on.
    2) I use a PC for my graphics, and prefer Flash, Photoshop, Gimp, and good ol' paint.
    3) It really just depends. If I'm making a level based game, probably around 2 months. If I'm making a pick up and play game, a few days of solid work.
    4) I would definitely say so.
    5) A great time! I do this as a well-paying hobby, as I'm also a full time student. I find myself wanting to do this rather than schoolwork. After all, I feel like this is preparing me for a future in game design more than trying to figure out assembly language :D

    Good luck, and welcome to the boards!
  • design219design219 Member Posts: 2,273
    1) What equipment should I purchase besides a Mac?
    I do more than fine with my Imac, currently a 24" with a second 19" monitor. I've got a 27" on the way! :-) You need at least 4 gig of ram with whatever you get. You really don't need anything else, unless you want to scan art or record audio... and even then, the mac is not bad.

    2) What is the preferred graphics/animation software of this community?
    Adobe Illustrator, Photoshop, Flash

    3) What are you finding to be the average development time on your games?
    I've done two apps with GameSalad, and a lot of that time was in learning, so it's hard to say. My first game was spread over a 2.5 month period. My newest was a personal project that I did on the weekends and evenings, probably about 80 hours.

    4) Should I create my assets in high res textures in case I plan to port to iPad?
    Yes. Today there are rumors flying about an iPhone HD coming later this year.

    5) Are you guys having fun doing this?
    Yes. It can also be stressful and frustrating.

    _______________

    Tickle Stones http://itunes.apple.com/us/app/tickle-stones/id363484260?mt=8
    Food Fight! (free) http://itunes.apple.com/us/app/food-fight/id352646643?mt=8
  • Stryfe01Stryfe01 Member Posts: 146
    Thansk for teh response so far guys. I too am a fulltime student and employee. I at first just wanted this to be something my son, 9, and I could do together. But i've always loved games and wanted to make them, but was a bit intimidated by the process. After deciding to continue my education, i've found myself drawn to it more. I have some programming knowledge, but am no genius. I know well the frustration that can come from working on something you enjoy. But i see it as a welcome challenge and change of pace compared to my current field (telecommunications).
  • ChaserChaser Member Posts: 1,453
    Telco you say. Any in particular
  • carlos.varela.comcarlos.varela.com Member Posts: 99
    The BIG problem is not the production of the your game or your app, its how the people can see or found your app after you build it. Advertisement, marketing, etc. after you have it on Apple Store, I think its the most difficult side. On the journey or your "Quest" you need to "keep simple" and practice, do not spend so much money as me, start your project and spend that you need while you are on the way. You will need PCs and Macs and both with 32bit and 64bit OS, and others devices like iPod Touch and iPhone with different OS too.

    Good luck!

    Varela

    http://carlos.varela.com
    http://idealius.com/blog/jobssearch
  • design219design219 Member Posts: 2,273
    Hmmm, cgvarela, not sure why anyone would need a pc?

    _______________

    Tickle Stones http://itunes.apple.com/us/app/tickle-stones/id363484260?mt=8
    Food Fight! (free) http://itunes.apple.com/us/app/food-fight/id352646643?mt=8
  • carlos.varela.comcarlos.varela.com Member Posts: 99
    Just to "Sleeping with the enemy" ; ))P

    Android for ex., other tools are better for design for PSP, XBox, Wii, etc.

    "Keep simple!, but think BIG!" ; ))

    Varela

    http://carlos.varela.com
    http://idealius.com/blog/jobssearch
  • Stryfe01Stryfe01 Member Posts: 146
    Thanks for the suggestions cgvarela. I don't plan on getting rid of my PC's for personal and business use. I'm just adding to the fold. And I agree. The problem that small developers face is getting their games noticed. One of my goals is to eventually have my titles published on other mobile platforms. Windows 7 for phones looks sweet!

    I'm so excited. I just need to be patient I guess. I actually do plan on distributing a small game at first and then would like to make a platform action game with a good story for a mobile game, that can grow if it ever gets "remixed" for a larger platform.
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