Commercial project questions and guidance request

gothicvoid

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Hello all.
I am looking to be entering into talks with a company in the near future and am looking to get some guidance on what i really need to bring to the table for the meeting. Some points I know that will be brought up will be prices for different things such as sprite work, and plugins. A majority of the plugins i do believe are already readily available free or set in price that i want for this endeavor, but i do know i will need a budget to present anyway. Battle will be ABS based, So no SV battlers are needed. Does anyone have a sample of expected costs that i could sort of look over and research a little more before finalizing any budget? Does anyone have suggestions on a good artist for the sprites? Any thing i should keep in mind for the initial meeting?
I know i am a little scattered in my post but i am trying to squeeze the post in before an appointment.
 

fizzly

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So I think the first question is: do you have anything else or just an idea?
 

gothicvoid

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I have an outline of bullet points of things to possibly include. The Client seems very interested in what i sent them. Would it be best to bullet point the items im looking to have for ppl here? I mean.. not like its all that original over all... just the execution of said features.
 

CriticalGames

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Prices can vary drastically from artist to artist, and based on your requirements. For my game, I broke down every individual tile/frame of character art/battle animation, etc. in order to figure out how much was needed. ABS will definitely help with that though.

Seeing as it's ABS, and I know nothing about the size/scope/concept of your game, perhaps you could point to games like Zelda A Link to the Past/Minish Cap, or Legacy of Goku 2/Buu's Fury as a vague comparison for how many assets would be required. That could help to give you an idea - and your client too, for that matter.
 

gothicvoid

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Features are as...​
  1. Customization character selection
  2. One playable character (themselves)
  3. ABS battle system
  4. Hunting/Gathering/Savaging
  5. Job Board for:
    * Need these supplies
    * Need this scouted
    * Find these items in the city
    * Deliver a message/item
    * Defend this location scenario’s
    * Escort scenario’s
  6. The cast members would receive original art media renditions and pixel sprites to be used in a visual novel layout.
  7. Player can learn and train traits like stealth, intimidation, bartering, sliver tongue or toughness.
  8. Player can customize their room with items available to make in a craft system from the materials.
  9. side area for the gambling den… in which the player can gamble for equipment and resources.
  10. Equipment would enhance skills; I.E. Gloves would increase gathering ability.
  11. Potential Relationship Sim
  12. 8 playable 'chapters' of content.
 

CriticalGames

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Those are all great and really expansive features, but that doesn't fully convey the scale of the game. What you've got to really think about is how many environments will the game have (and thus, how many assets)? How many characters will the game have? Will all NPCs be unique, or will sprites be re-used? How many customisation options will I have for the player character? How many enemies are in the game? Do their sizes vary at all? What about attack/ability/item animations? How are the game's professions going to be presented - do you need special assets to convey, for example, mining a rock? What about music and sound effects? And so on =P

My upcoming game 8-Bit Adventures 2 cost around $25k in Australian dollars (a little over $16k USD) to make, but that's only because I know incredibly generous, considerate people that worked for very reasonable prices (and I'm not paying myself anything =P But you might need to include costs for your own work in the budget if you're doing this for a client). The scale of my game is pretty large (think SNES Final Fantasy games), but it all really depends on what you need and who you can find - your game might cost double that amount. Anyway, that's about all the insight I can provide - hope it helps!
 
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gothicvoid

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Those are all great and really expansive features, but that doesn't fully convey the scale of the game. What you've got to really think about is how many environments will the game have (and thus, how many assets)? How many characters will the game have? Will all NPCs be unique, or will sprites be re-used? How many customisation options will I have for the player character? How many enemies are in the game? Do their sizes vary at all? What about attack/ability/item animations? How are the game's professions going to be presented - do you need special assets to convey, for example, mining a rock? What about music and sound effects? And so on =P

My upcoming game 8-Bit Adventures 2 cost around $25k in Australian dollars (a little over $16k USD) to make, but that's only because I know incredibly generous, considerate people that worked for very reasonable prices (and I'm not paying myself anything =P But you might need to include costs for your own work in the budget if you're doing this for a client). The scale of my game is pretty large (think SNES Final Fantasy games), but it all really depends on what you need and who you can find - your game might cost double that amount. Anyway, that's about all the insight I can provide - hope it helps!
OK thank you for breaking that down a bit and ill answer in order of each question.

The player will be able to customize :
Gender, Face, Hair, Clothing, Face markings all with reworked graphics to fit in the art style of the rest of the cast art style. (SRD has a plugin i planed on using for this)

im looking at around 15 - 20 unique maps... not including the players "room" (but i might need to make multiple copies for eventing and on map battles)

cast of characters for the player to interact with is going to be the hardest thing to pin down ... by current count i have 49 unique characters... some of those with multiple appearances in reskins and 42 additional nonessential filler characters.

there is generic baddies... all human... of at least 4 additional factions these can be all the same per faction look maybe male and female versions of each.

Music is purely the OST created by the company and the actors (and completed years ago) only SFX and such would really be needed in addition to it.

Weapons would be things like pipes, clubs, knives or bow&arrows and sling shots... so i think those are ok with the standard visuals.

up until about chapter 3 there is no real money... it is all barter and trade. after that point then there is a currency. (i am really not sure how to work this for now... its on a list of things to address)

the specific assets for tilesets i would need to take a look at... i think i also have the majority of things to make up that world pretty closely. i may need to invest in a few things but not much. I can either find what i need for the most part or make what i need.

the professions would be a menu tab for lvling up and status of each skill the player gains.
They would have items that would raise the ability points. Ex... Gloves that would give +3 to gathering. a metal detector that will give +4 to scavenging. etc.
 
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Andar

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There is one thing that no one has mentioned yet, and the main reason why a lot of people say to never make your first game a commercial one.

Game development is more than just putting together a story and some ideas. Most games get their problems in the last phase: Bughunting and Balancing. And that is the one thing that cannot be planned, only experienced.

So - have you already completed a game before? Including bughunting and balancing? Being able to show that to your future partners will make them really interested, because a lot of games break in that phase, either going over budget because the developers didn't stop adding features soon enough to be able to handle the balancing, or any of a good number of other mistakes.

Yes, even big companies fail here - or why do you think so many games come out bugridden and with a lot of ways to break balancing? But already planning to make your patches only after selling the game is a very bad way to start, especially for a new developer that doesn't have a name to present.
That is also the reason why most of the "Early Access" games fail and why that has become a warning sign on steam.

You need to budget balancing and bughunting hours as well as the easy parts like a resource budget.
 

bgillisp

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If you want a detailed ABS...I'd say budget 10K for that alone. That is to hire the programmer, debug it, make it work with anything else you need, etc. And 10K might be too low I've never tried to hire someone to make a custom battle system, but I will say any offer than < 1K gets you essentially ignored by any good programmer for a custom battle system.
 

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