What was the longest time it took you to make a game?

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  • JarrenHJarrenH Member Posts: 206
    @Utveckla_Games why did you switch over?
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @JarrenH Easier to code. It also reduced some rules that I used.
  • ElfizmElfizm Member Posts: 489
    edited May 2013
    The actual game play took about a month to perfect, since it's unique and complicated it took several attempts to reduce it down in delays and how often it didn't work, it's now been nine months of solid work on levels and design, polishing it and adding new featured, expected another 4 months yet before release, although it was meant to be releaseast last month but things happened.

    Everything had to be redone, and now everything is redone and runs of tables, so really my game has over 25 000 values that get changed ect by a master actor and the rest have two simple rules that read and do of a certain table cell.

    However this is only part time, as I can only work two hours, on a good day, a day.

    Edit: plus the three months of inital designing before development began.
  • ChakkuChakku Member Posts: 1,513
    edited May 2013
    With my first game Meteor Man, I didn't know about booleans so for almost everything true and false I used integers instead. When I finally discovered booleans it was a nightmare trying to re-code everything
    =)) =))
    You can even ask your serf, @SnapFireStudios
    You speak as though I have just one serf. Everybody you see with their name in a grey bard (aside from me) is a serf.
    @Chakku Haha wow, I must be the oddball and not you guys! :D P.S Are those hyenas gone yet?
    That makes for two oddballs!
    I think, though, it depends on the game. Ambitious projects require much more polish than casual ones.
    All I theoretically need to do is make levels. (Which is a challenge in itself)
    Definitely more important than it seems.

    Chakku
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    edited May 2013
    @Elfizm @-) My respect for your game creating ability just went up by a factor of 1000
    Edit: Just now saw the banner telling me @Chakku posted so I better reply to thy king of the interwebs. Anyways @Chakku , I just noticed, I have 100 more points than you. So how am I lower in position? >:)
  • ChakkuChakku Member Posts: 1,513
    The actual game play took about a month to perfect, since it's unique and complicated it took several attempts to reduce it down in delays and how often it didn't work, it's now been nine months of solid work on levels and design, polishing it and adding new featured, expected another 4 months yet before release, although it was meant to be releaseast last month but things happened.

    Everything had to be redone, and now everything is redone and runs of tables, so really my game has over 25 000 values that get changed ect by a master actor and the rest have two simple rules that read and do of a certain table cell.

    However this is only part time, as I can only work two hours, on a good day, a day.

    Edit: plus the three months of inital designing before development began.
    Assuming you're not exaggerating things a bit here ( ;) ), that is quite impressive, especially considering your still a teenager. Good luck with it!

    Chakku
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @Chakku Agreed. Good luck @Elfizm!
  • ElfizmElfizm Member Posts: 489
    @Chakku

    I actually have notes written down from weekly progress. It's becoming a big document. But it help in knowing what I have done and how far the project has come.
    But their has always been other smaller projects along the way, but nothing lasting more than a week.
  • ChakkuChakku Member Posts: 1,513
    how am I lower in position? >:)
    My apologies, @Utveckla_Games, I seem to have forgotten what happened yesterday. You have fled persecution from my hyenas by running into the clouds, and now live in exile. So you're not in a lower position- you don't have a position.

    King Chakku
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    edited May 2013
    @Elfizm Yep, those smaller updates or changes to other projects can get annoying but are necessary. I think I'm about to drop the ball on updating my first game though. I just need the last song for the update and I'll be done with it besides the occasional bug fix or two.
    Edit:
    WHY IS IT THAT I ONLY GET A NOTIFICATION ABOUT CHAKKU AFTER I POST!?! Anyways, calming down now, I was going to negotiate with you about that. Besides, its getting cramped up here with all of these iPhone backups. Stupid auto backup...
  • ChakkuChakku Member Posts: 1,513
    @Chakku

    I actually have notes written down from weekly progress. It's becoming a big document. But it help in knowing what I have done and how far the project has come.
    But their has always been other smaller projects along the way, but nothing lasting more than a week.
    @Elfizm
    I have yet to even see your game :P
    Mind sharing a miniature sneak peek?

    Chakku
  • imGuaimGua Member Posts: 1,089
    Making a game for more than 2 years. But working on it only in my spare time. Pure development time is defiantly counts in thousands of hours and there are still plenty of work.
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @imGua So as a total of what you've actually worked on it in terms of adding up the time, about 6 months?
  • imGuaimGua Member Posts: 1,089
    edited May 2013
    Probably more than 6 moths and less than a year if I would have 40 hour's working week. But it's hard to tell for sure.
  • ElfizmElfizm Member Posts: 489
    @Chakku
    No one from a developing community has, and it's going to be staying that way for some time. 1. It's quite easy for people to create a similar game if they are a code genius and release it before me, 2. My main focus is actually users , not developers, at this point of time as really they know nothing of the work gone into so the feedback isn't going to be persuaded. 3. When I see a foreseeable release then by wall means it will be announced. Also depends on how fast GS can pump out updates.

    @imGua
    That's dedication, :)
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @Elfizm Aww... I was all pumped up for a new post with a sneak-peak. :P
  • RiffelRiffel Member Posts: 1,272
    my first game Tigerfish get 3 months. I'm learning gamesalad. Today we have lots of things to set up: iAds, in-ApP, GameCenter, etecetera. this double the time...
  • ingenious.applicationsingenious.applications Member Posts: 102
    Sadly, I'm around 9 months into my project. I've had a few hiccups here and there, which have caused me additional time, but it's mostly RL that gets in the way. If it makes things appear any better on my end, I've probably spent a grand total of 50 to 60 hours working on the project, between learning the software, building the core mechanices, and polishing.

    I work around 55 hours each week and any one of a thousand things can and do prevent me from continuing my work...whether that's being on-call, family obligations, socializing (trying to have a normal life), or trying to do something relaxing like playing a game or something.

    My game is in it's final stages, but I'm trying to think of a way to combine my several hundred attributes into some tables as I hear having that many, saving anywhere near that many, etc can cause problems. That...and the whole independent resolution bit has me for a loop.
  • BazookaTimeBazookaTime Member Posts: 1,274
    Whack-O-Wrestling is at around 9 months now but I handed it off to Shaz at HoneyTribeStudios a while back for him to finish. Might be a full year by the time it is done.
  • gamesfuagamesfua Member Posts: 723
    Sadly my game Mr Jabbs took nearly an entire year to complete. It was the first game i ever made and if you've ever played it, you'll notice it contains about 16 various game mechanics. So it was an enormous undertaking especially for someone who never touched gamesalad before. I learned as i went and gained so much amazing knowledge and help from all of you on these forums. So many thanks goes out to all of you!
    Another 3 months was tacked onto the year so as to convert it to iPhone 5. Its been a looooong journey.
  • PhoticsPhotics Member Posts: 4,172
    As the title says what was the longest amount of time you ever spent on one game? Not in a days or hours but in weeks, months, years.
    Six months...

    http://photics.com/bot
    http://forums.gamesalad.com/discussion/15896/game-creation-log-bot/p1

    ...but then I started working on it again...
    http://photics.com/bringing-back-bot/

    It's about two additional months so far... with the end very far out of site.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    It took @RP and I 5 months from concept, art and code to build Puck It and since it was made in 10.1 and the bad null pointers I had to completely rebuild it in 10.2 from scratch and did it in six days.
  • ChakkuChakku Member Posts: 1,513
    I had to completely rebuild it in 10.2 from scratch and did it in six days.
    Impressive!
  • ElfizmElfizm Member Posts: 489
    @Elfizm Aww... I was all pumped up for a new post with a sneak-peak. :P
    To be honest, i have stopped using GS to make my games, hence why its taking extra time since the initial release date of Jan. Also why i haven't been to eager to post about it on here. I have issues with the software and stuff that can not be said on forums. Its only used to test a concept and how it feels, and i like to keep up to date with what GS is doing and if they ever change their ways then my life will be tons easier. But since they have failed to address issues, the best option is to stop using it instead of complaining.

  • dwibredwibre Member Posts: 192
    Im up to 14 Months but fingers crossed I only have 3 weeks left. Watch out for my app trailer soon so excited to show the forum what ive been working on.
  • PBEmpirePBEmpire Member Posts: 676
    4 months
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @PBEmpire , @dwibre , @SnapFireStudios, @FryingBaconStudios , @Photics
    Wow! I'm impressed with everyone's hard work! I wish you all good luck in completing/polishing your games and that they may be rewarding in the end. :)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yeah I wasn't thrilled about having to recode my game but with hindsight being 20/20 I was able to really refine my code and made the game performance and execution even better. Yeah, I'm a workaholic, thank goodness for caffeine!
  • SolarPepperStudiosSolarPepperStudios Member Posts: 754
    @FryingBaconStudios I'm sure you weren't happy! I wouldn't be either! Here, you deserve this: ~O) ~O) ~O) :)>-
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