Right on! Personally I got into games
because I like to play games so working on a game that is a) one you like, b)
one you can finish seems like a really smart idea J. I’d love to see
how it ends up!
H
From:
gameprogrammer-bounce@freelists.org
[mailto:gameprogrammer-bounce@freelists.org] On
Behalf Of Edilson Vasconcelos de Melo Junior
Sent: Friday, May 18, 2007 8:35 PM
To: gameprogrammer@freelists.org
Subject: [gameprogrammer] RES: Re:
Decision Points
I know racing games are not the best
sellers for PC. I just choose this gender because the 3D modeling would be
easier, the AI system is not that complex and I love racing games really!!! I
don’t wanna sell millions – actually I do but I know it won’t
happen J. I will be satisfied if this game gets successful and I get really
good feedback from my customers – no matter how many copies I sell.
Thanks a lot for your answer!
Dirso
De:
gameprogrammer-bounce@freelists.org [mailto:gameprogrammer-bounce@freelists.org]
Em nome de Hermann K.
Peterscheck
Enviada em: sexta-feira, 18 de
maio de 2007 11:45
Para: gameprogrammer@freelists.org
Assunto: [gameprogrammer] Re:
Decision Points
All of these are, of course, just my
opinions J.
I like racing games, so I’m
interested, but keep in mind that car racing + PC = not lots of sales…
consoles have large successful racing games, PC’s don’t. That
doesn’t mean you can’t make money making them, it just means your
total market share is smaller J.
Rush to functionality sounds like a really
great idea. I honestly have no idea how anyone can know what is fun about a
game idea until they played it. The Diablo 2 post mortem on Gamasutra is really
great reading in this regard.
With regard to releasing demos I think
it’s a good idea to show it to people in a controlled fashion to get
feedback. Once you go “public” your game will be judged as complete
no matter how many disclaimers you put up. I.e. don’t put up an unpolished
demo that is public.
I’m not sure how far along you are
but 40 cars, 50 tracks and a huge island sounds like a lot of content…
like more than Need for Speed, like more than GTA, of course that is
speculation on my part. My personal opinion is that features and content do not
save us. The games I like best are the ones that I think were “too
short.” That is, so damn fun I won them and wanted more. If you make a
really fun intuitive multiplayer racing game, I’ll pay $20 for it J, if it has 5 track, 10
tracks, 50 tracks or whatever. I grant that there is some minimum amount of
content and features but I don’t know what that number is. The last PC
Racing game I bought was Revolt back in 1997 or something. In fact, that game
is still really fun. I think it had like 8 tracks and 12 cars or
something… they were “RC” cars though and raced around in
this cool colorful neon world that looked really big. It was super great fun
and spread through our office like wildfire. If you make a game as fun as that,
then I’ll pay 20$ just to race around 5 tracks in 8 cars or so –
numbers pulled directly from ass.
In any case sounds cool! Xmas is a good
time as well.
Hermann
From:
gameprogrammer-bounce@freelists.org
[mailto:gameprogrammer-bounce@freelists.org] On
Behalf Of Edilson
Vasconcelos de Melo Junior
Sent: Friday, May 18, 2007 6:18 AM
To: gameprogrammer@freelists.org
Subject: [gameprogrammer] Decision
Points
Hi, Guys!
I'm making everything in the development of my first game by the book -
literally.
I wrote a complete full with details Design Document and it took me almost 6
weeks of planinng before even start to programming and it is actually worthing.
I never thought that spending so much time just writing down documentation
would worth anything, but in the end of the last year, when I first started the
game development by just sitting on my chair and filling pages and pages with
code - like I always did - I felt totally lost.
Now I'm back to the game!!!
I have several good ideas for the game - who doesnt? - and now I'm planning the
releases of the game.
I'm writing this post to ask you about a few advices for a newbie that is
really enjoying the experience and is spending every cent from my day job work
to make my dream come true.
1) About my game:
It's a really fast sport car race game
2) Releases
I first thought about a demo version for July 1st, a pre-release for Sep 1st
and the Full version for December.
The demo would be the only free part of the game and it should be enough for
the people to know what they will have buying the paid versions.
The pre-release would be a try to get funding for the full version due to the
money I'm spending in the artwork and music.
The full version would be free for the customer that bought the pre-release and
it should be out for Xmas.
3) Now the decisions I have to make:
a) I'm thinking about make the demo and pre-release as one and prob for
september 1st
b) Make a demo as soon as I can and publish it on game development forums to
get some feedback about the features – I’ll prob won’t
release it to the public
4) Feature and prices
a) I was thinking about 40 different cars and about 50 racing tracks, including
a big island (about 400 square miles) as a bonus championship with maybe 15
racing tracks distributed in the terrain.
b) The game is organized in championships and free races
The races will have up to 28 cars (or depending on the player’s
computer), and the online mode can run on LAN and internet - anyone can start a
server. But we will have an official server as well.
c) Up to 4 players can play together in the same PC.
d) You can start a championship with your friends, save the progress and
schedule the other races to make it fun.
$) I was thinking about charge 19.95USD for the pre-release with 12 cars and 16
tracks, 3 months free for online playing the official server - when the full
version gets released and free upgrade to the full version. The player could
try before buy it... he could player 1 hour of racing.
$$) 29.95USD for all the features when the full version is released and one
month try out online mode.
Do I have enough features for that?
I have been developing this game for over 6 months and when I’ll
release the full version I’ll prob be able to release a mod editor as
well – since I have car and level (tracks) editor for myself to put the
content in the game. If I can’t release this mod editor for the full
version, I’ll do an expansion pack for it in 3-6 months including the
editor after the full version gets released.
If I wasn't clear enough, please ask.
Thank you very much,
Dirso.