Re: What Operating System do you develop for? Small poll...
Posted: Sun Feb 19, 2012 9:37 pm
The result about games do not surprise me - the biggest problem is not the programming side of the game. The problem are assets.
To keep things interesting and surprising, you need variety, and the biggest problem is acquiring enough content. And 3d content... well, you would be looking at around about £500 per model. Then your budget is constraining your projects vision.
I know this because I'm working with the guy who's writing Entombed (www.entombed.co.uk) and he's paid one person for a two headed Ettin, and then later when he tried to get more content, he's paid for a scorpion, but in his words... "it isn't intimidating enough".
So he'd started on modeling by himself which although is time consuming is simple enough, and then realized that he needs an animator who can transform his models into what he needs as his attempts at animating have either been "terrible" or "standard prebuilt moves" (i.e. walking)
Oh, and he was wanting about 25 creatures. Until he realized the cost...
To keep things interesting and surprising, you need variety, and the biggest problem is acquiring enough content. And 3d content... well, you would be looking at around about £500 per model. Then your budget is constraining your projects vision.
I know this because I'm working with the guy who's writing Entombed (www.entombed.co.uk) and he's paid one person for a two headed Ettin, and then later when he tried to get more content, he's paid for a scorpion, but in his words... "it isn't intimidating enough".
So he'd started on modeling by himself which although is time consuming is simple enough, and then realized that he needs an animator who can transform his models into what he needs as his attempts at animating have either been "terrible" or "standard prebuilt moves" (i.e. walking)
Oh, and he was wanting about 25 creatures. Until he realized the cost...