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102 Feb 17, 2014 at 09:04

I have done fair amount of estimations as a lead graphics programmer, and one thing that will vastly influence your estimates is the experience of the programmer doing the tasks. Particularly if working independently without supervision and mentoring of more experienced lead. So you got a bit of catch 22 if you try to estimate tasks before having a team that executes it. Also your list for tasks (atleast for the graphics bit) appears too vague for any reasoble estimate and is more of a basis for further discussion to come up with more detailed list. Maybe you should hire someone experienced in these domains for few days to put more detailed plan together and who can discuss about the actual requirement you have? This would tremendously increase the accuracy of time estimations and be a basis for you to try to hire someone to do the tasks. It’ll probably be very difficult though to find anyone experienced to work on commission though so you’ll likely to have to settle for someone fairly inexperienced, which may translate to vastly slipping project.

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102 Feb 17, 2014 at 08:13

Poor iteration times is #1 easily, over engineering is probably the #2

In response to Developing a webGL game
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176 Feb 16, 2014 at 16:42

First you’ll need to create a requirements document that outlines all the features of your game, in detail (leave no stone unturned). For estimating, prepare a work breakdown structure of all your tasks and take a best guess of how long you think it will take you. You should also include learning tasks. If you’re new to WebGL and HTML5, you will want to add a task to learn those two in detail. Or you may chose to use an existing framework, so you’ll need to add a task to learn that as well.

My advice would be to start much smaller. Do something you can complete in a much shorter timespan with far less requirements. As you start to build up your experience and your codebase, you can start to take on much more demanding projects.

In response to Code Help
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146 Feb 16, 2014 at 10:06
return (CardEvaluate);


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146 Feb 15, 2014 at 15:13

I’m interested in how you found developing for the Ouya

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101 Feb 15, 2014 at 14:52

Here’s my latest demo, ‘The First Day’. Enjoy!

http://youtu.be/JBReP2ZtKug

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140 Feb 15, 2014 at 02:55

Sorry to hear you are sick rouncer.

In response to reply on flappy bird
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165 Feb 14, 2014 at 18:47

50,000 dollars in ad revenue ;)

In response to flappy bird
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104 Feb 14, 2014 at 18:20

50,000 whats? pats on the bum? how could he make money out of that cheesy thing (i admit i liked it tho)

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101 Feb 14, 2014 at 04:42

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103 Feb 13, 2014 at 17:37

Thanks guys.

I’ve taken a closer look at CryEngine, and it does look promising. The licensing options seem very reasonable and the community is very active.

My only concern is that official exporter plugins are only available for expensive 3D model software. As I’m not a student, 3DS Max, Maya or Softimage XSI would cost me several thousand dollars/pounds/euros. Someone has made an unofficial plugin for Blender available, but it is not usually for the latest version.

The Typhoon Engine doesn’t seem to be very mature yet and information on the site is a little vague on licensing and documentation. I may take another look at it in a few months.

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140 Feb 12, 2014 at 17:05

I think I’ve been using it for a year or so. I would say it’s the top small indie developing game engine. Unreal gets used for more professional 3d games.

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102 Feb 12, 2014 at 16:11

I’ve been hearing a lot about Unity. Is that the top developing software? How long have you been using it for?

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102 Feb 12, 2014 at 16:04

Very true!

But it doesn’t mean we can work on finding ways to easy the pain. Or even better if we can find something that eliminates it completely

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102 Feb 12, 2014 at 15:40

Hi Stainless,

Would you be up for a Skype call for a few minutes?

I would love to dig deeper into it. I’m trying to use my problem solving skills and my network ( http://thefoundation.com/invitation/ ) to see if I can help ease the pain in some way.

I’m NOT trying to sell you anything!

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101 Feb 12, 2014 at 13:24

Hi Chemec, Before any music is started, I generally have a lot of discussion with the developer to get as much detail as possible about what they require and to talk through ideas, concerns etc. I ask the developer to give me references to music/fx that they feel is close in either feel or style to the vision they have for their game. Reference music or FX (from film/tv/other games) usually helps to get very close to how the developer is thinking before any work is done. It also ensures that there are no bad surprises for either the client or me :). After that I start working on the music/fx and get feedback from the client during the process to ensure it’s all going to plan. Basically, if time is put in to communication & the references are decided, the rest is generally very enjoyable for both the developer and me. Hope that helps. Gerry.

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101 Feb 12, 2014 at 13:05

Hi, you have very impressive portfolio :).

I’m working on an RPG game and I’m curious how the workflow looks like for indie packages. I might have missed that on your site, so I’m asking here - how does the process look like from indie developer interested to indie developer satisfied with the music, sfx and other assets? Do you create a simple music demo and discuss it with a client?

Thanks:)

In response to The Universim
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101 Feb 12, 2014 at 12:40

Looks great!

In response to reply on flappy bird
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140 Feb 12, 2014 at 12:09

Yeah, it’s just a short craze I’m sure. If he would have waited a couple months, it would have been over anyway. There will be plenty copies go around until the fad dies away It’s not really unique in anyway. There isn’t enough depth in it.

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146 Feb 12, 2014 at 08:17

The main problem for me is 3d meshes.

When it comes to 2d assets, we kind of have a few standards people use and generally loading them is trivial.

However the same is not true of 3d assets. People use so many file formats, and not all support all the things you want.

I regularly have to re-texture objects because I find UV coordinates out of range, generate maps for this or that, fix problems.

Importing a 3d asset should be a ten minute job, but it is often a two day job.

Wish I had my own graphics artist

In response to flappy bird
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176 Feb 12, 2014 at 06:11

I’m sure he has his reasons, but it’s a rarity to see someone do that. It’s one thing to say you don’t want to work on a project anymore, it’s another to put effort into removing it from existence. Still, it’s not a complicated game. It would only take someone a couple hours to remake. If it achieves that level of fandom, and I’m sure it will, you can expect to see a lot of such remakes appear soon.

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104 Feb 11, 2014 at 22:44

man, the whole thing is pain.

but you know what they say, no pain, no game.

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140 Feb 11, 2014 at 21:49

The biggest pain for me is when an engine won’t read my model format. Haven’t had much of an issue with it since I’ve been using Unity, but generally, that’s the biggest pain for me.

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101 Feb 11, 2014 at 18:10

This is the point where i got stuck with these tutorials :( It just feels like looking up a cliff instead of going uphill….

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101 Feb 11, 2014 at 10:05

Did you try IndieDB?

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