How much could a custom battle system cost?

SpacemanFive

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As one of the stretch goals for a commercial game project I'm planning, I wanted to include a "custom-made side-view action battle system". (Similar to what Namco-Bandai has in the Tales series. The 2D version.) This being due to the fact that to my knowledge, a battle script like this doesn't currently exist (if it's possible), meaning that it would have to be commissioned.

However, I don't yet know how much it might cost to get a script like that developed for the project. I do know that it could vary significantly, depending on which scripter I go to for the commission. It may also vary depending on whether or not the finished script would be released to the public (which I plan it to be).

Anyone familiar enough with scripting out there who could tell me just how possible such a script would be, and if it were, what kind of price estimate they would have for commissioning it?
 
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♥SOURCE♥

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You should share a video as an example.
 

SpacemanFive

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You should share a video as an example.
Sure thing. Found a video on YouTube showing one of the boss battles in Tales of Phantasia, [here]. (Love that game, by the way.) Skip to 0:57 for the actual battle. The battle ends at 4:28.

This isn't *exactly* how I'd like the battle system to work for my project, but it should give a better idea of how a system like this would work.
 
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♥SOURCE♥

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Oh, yes, it is completely possible. Try contacting some of the scripters that have a thread in the classifieds (offers).
 

Engr. Adiktuzmiko

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Looking at the price list of other scripters, it seems to be at least 3 digits...
 

SpacemanFive

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Oh, yes, it is completely possible. Try contacting some of the scripters that have a thread in the classifieds (offers).
Looking at the price list of other scripters, it seems to be at least 3 digits...
That's what I thought.

Okay then. Looks like if I can save up enough, I might even be able to get it made before I take the game to something like Kickstarter. At least, depending on who I go to and how things work out.

Thanks for the info, everyone.

Now that this has been answered, I have another question. About how much might it cost for a battle system add-on script, if it did something like allow for vehicular combat (fighting using vehicles themselves) or mechas?
 
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Shaz

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Did you check out the Master Script List? There are already a number of sideview battle systems out there, and several of them are probably okay to use in commercial projects (maybe with a payment to the scripter).
 

Mouser

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Do  you want all custom graphical effects for the different attacks and such?

If you do, the cost could easily go into the thousands - low five figures for complete overhaul.

If you start with some of the systems already out there as a base, and don't go overboard with the graphics, you could rein in that cost quite a bit. You may also be able to negotiate things like allowing the creator to retain the rights to use his creations, but not until six months after your game launches, or something similar. If the game makes it big you'll be hiring them all again anyway to work on your next title..

You should have a top dollar amount in mind, and think about how you would spend it - how much for music, art (backgrounds, maps, sprites), the battle system and other scripts, graphical effects, story editing, etc...Don't forget to save a bit for marketing - plus whatever you'll need if you want to make this your full time job until it's done (don't expect forty hour work weeks though).

Once you've got a budget worked out: Stick to it!  Scope creep and sliding deadlines will kill a game - and it will be a slow painful death.
 

SpacemanFive

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Did you check out the Master Script List? There are already a number of sideview battle systems out there, and several of them are probably okay to use in commercial projects (maybe with a payment to the scripter).
I already did. To my knowledge, there are no sideview action battle system scripts for Ace. Unless you're saying one got added recently, in which case I would be very surprised and would go check it out.

Do  you want all custom graphical effects for the different attacks and such?

If you do, the cost could easily go into the thousands - low five figures for complete overhaul.

If you start with some of the systems already out there as a base, and don't go overboard with the graphics, you could rein in that cost quite a bit. You may also be able to negotiate things like allowing the creator to retain the rights to use his creations, but not until six months after your game launches, or something similar. If the game makes it big you'll be hiring them all again anyway to work on your next title..

You should have a top dollar amount in mind, and think about how you would spend it - how much for music, art (backgrounds, maps, sprites), the battle system and other scripts, graphical effects, story editing, etc...Don't forget to save a bit for marketing - plus whatever you'll need if you want to make this your full time job until it's done (don't expect forty hour work weeks though).

Once you've got a budget worked out: Stick to it!  Scope creep and sliding deadlines will kill a game - and it will be a slow painful death.
Very sound advice over here.

Since I'm planning to go through kickstarter, that kind of amount should be doable, so long as I manage the campaign and game development well enough. I still don't want costs to be more than they have to be, however. I'm also fully intending to have any major scripts made for the project (at least things like a battle system) released for public use. At least, a fair amount of time after the game's release, like you said.

As for planning out the project's financing/budgeting, that's one of the main reasons that I made this thread; so that I could get a better idea of how much something like this could cost, so that I can determine whether it would be better as a main part of development or a stretch goal.
 
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Mouser

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Do not have 'stretch goals'.

Unless they're handled just right, they do a lot more harm than good. See: Pantheon (Brad McQuaid's latest project) for a good case study. When someone pledges to a Kickstarter project, they're doing so with the understanding that they won't actually pay anything if the goal isn't reached. There's also the tacit understanding that the goal is sufficient for the task.

Once you start listing stretch goals, you present a situation where you can meet your main goal, but the game will suck (or appear too, anyway) if the stretch goals aren't also met. Especially with something as fundamental as the battle system. That isn't like adding a new landmass or a couple of new races to the game.
 

SpacemanFive

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Do not have 'stretch goals'.

Unless they're handled just right, they do a lot more harm than good. See: Pantheon (Brad McQuaid's latest project) for a good case study. When someone pledges to a Kickstarter project, they're doing so with the understanding that they won't actually pay anything if the goal isn't reached. There's also the tacit understanding that the goal is sufficient for the task.

Once you start listing stretch goals, you present a situation where you can meet your main goal, but the game will suck (or appear too, anyway) if the stretch goals aren't also met. Especially with something as fundamental as the battle system. That isn't like adding a new landmass or a couple of new races to the game.
Good point. I think I'll primarily focus on what I'd like to have versus what I'm okay with having, and not state it out there like that. (Stuff like improved game systems, not content, like story and locations. Those will be going in regardless.)

I wasn't going to announce any possible stretch goals right away, either, if I went with having any. There's a reason why they're called "stretch" goals. The successful projects that I've seen use stretch goals wait until they reach their funding milestone first before posting any stretch goals, if they hit their milestone with enough time before the deadline. It's also planned out very carefully, to prevent the kind of thing that you're talking about there.

Anyway, the main thing I was asking about here was how much certain scripts could cost, so I could factor it into the financial planning and budgeting for my videogame project.
 
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Tsukihime

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Probably wouldn't be unreasonable to get offers for 500 or 1000+ even depending your actual requirements.


For example, two sprites bumping into each other to take away HP would likely be on the lower end, but full custom graphics with combos and everything would push it way up.
 
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Mouser

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 I still don't want costs to be more than they have to be, however. I'm also fully intending to have any major scripts made for the project (at least things like a battle system) released for public use. At least, a fair amount of time after the game's release, like you said.
Getting a license to release the code for 'public use' will likely cause you to pay more for the script, not less, as it limits the script writer's ability to make money with code later.
 

Shaz

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It probably depends on the scripter. If someone pays me to write a script for them, and then they want to release it for free to the public, I'm okay with that (because I don't intend to sell it myself). I'm NOT okay with them SELLING it. I'd be surprised if most scripters intend to sell scripts they've been commissioned to write - maybe I assume if someone pays for it, it's for their exclusive use.
 

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I myself, leaves that decision to the one who commissioned the work as long as they don't claim it as their own. I only made that since they asked me to and pay me for it, so I find it just right to let them make that decision.


And releasing it in public has it's drawback on them too anyways, since they paid for it while other people will be able to get it for free...


I haven't seen the video yet, but if I remember correctly about that game, if that was me I guess the base would be around 300... then depending on specifics it can go up, especially if you need it to be compatible with a number of other battle scripts that you would be using since doing that can be kinda really hard depending on the scripts...
 
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SpacemanFive

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It probably depends on the scripter. If someone pays me to write a script for them, and then they want to release it for free to the public, I'm okay with that (because I don't intend to sell it myself). I'm NOT okay with them SELLING it. I'd be surprised if most scripters intend to sell scripts they've been commissioned to write - maybe I assume if someone pays for it, it's for their exclusive use.
If I'm not misunderstanding you here, that's certainly something I have no intention of doing; they'd be the one making the script. It wouldn't be right to sell someone else's work, unless it was agreed upon. That kind of thing isn't something I'm entirely comfortable with, however.

My plan if I could get this script commissioned at some point was to have it made, included in my current project(s), then released for public use a fair time after the game's release.

I myself, leaves that decision to the one who commissioned the work as long as they don't claim it as their own. I only made that since they asked me to and pay me for it, so I find it just right to let them make that decision.

And releasing it in public has it's drawback on them too anyways, since they paid for it while other people will be able to get it for free...

I haven't seen the video yet, but if I remember correctly about that game, if that was me I guess the base would be around 300... then depending on specifics it can go up, especially if you need it to be compatible with a number of other battle scripts that you would be using since doing that can be kinda really hard depending on the scripts...
Claim it as my own? Not something I plan on doing. If I use something made by someone else in my games, such as a script, their name's going right there in the credits, no matter what. They'll probably get a free copy of the game, too.

In my case, I wouldn't mind having to pay for the script if it meant it could then exist and be used. Unless it's something like a proprietary game engine (separate from RPG Maker), I'd rather people be able to use it. Only in the hypothetical case of the latter would I ask someone to pay to use something like that, so long as it was made by myself or a team of my own and not commissioned out.

As for the script itself, some of the compatibility issues could be handled from the other side, by working with the people who are responsible for the other scripts involved. Other things might require commissioned add-ons, however, if they were intended to specifically add something optional to the battle system. The former may not reduce costs, but it might reduce the amount of work the commissioned scripter would have to do. The latter would likely increase costs a good deal, depending on what the add-ons would do and how complex they would be.

Probably wouldn't be unreasonable to get offers for 500 or 1000+ even depending your actual requirements.

For example, two sprites bumping into each other to take away HP would likely be on the lower end, but full custom graphics with combos and everything would push it way up.
Yeah. This would depend on who would be doing the scripting, and how much work they'd have to do.

I'll see about getting some details of the script(s) up later so that I can get a better estimate.
 

Shaz

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My comment was a reply to Mouser, who posted above me, saying a scripter might charge you more if you plan to release it publicly for free, because it means THEY can't sell it to other people. I was just saying I would be fine with someone releasing a script for free that they'd paid me to make, and I suspect other scripters would too, because I would not have planned to sell it myself, when I'd been paid to make it for someone ;)
 

Tsukihime

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Public scripts go both ways.


I charge extra for exclusivity, cause if I'm doing something in RM it is likely something that can be used in multiple projects. If someone wants to take this privilege away from everyone else, they should be ready to pay extra for it.


There is an idea that a public script can make more just because there's potentially more demand, but honestly how many people pay for scripts or even go commercial with RM games? I don't know how much someone like Victor or Casper for example makes off licenses to use their script though, so who knows.

Yeah. This would depend on who would be doing the scripting, and how much work they'd have to do.


I'll see about getting some details of the script(s) up later so that I can get a better estimate.
Who would be doing the scripting will probably make it difficult to make estimates.


I'd say I'm an experienced scripter when it comes to certain things, but I'm going to charge more than someone who has done some scripting here and there and has maybe some idea what to do when it comes to battle systems for the same thing.


The end result could be only 20 lines of code done in 10 minutes, but someone might be offering their script for $2 and I'll be charging $10.


Then again even with purely "time and effort", how much money do you put on creative thought?
 
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SoulPour777

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Back in the days, we often charge like 1 cent per 2 lines of the code. But then again, this is not the standard way of charging it, especially if its a battle system. I'd say it depends on the scripter and also the exact script they would be working on. Set a price though, for offers.

Seeing how you wanted a complex battle system like this, this would go from 1000 and above...
 

Mouser

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My comment was a reply to Mouser, who posted above me, saying a scripter might charge you more if you plan to release it publicly for free, because it means THEY can't sell it to other people. I was just saying I would be fine with someone releasing a script for free that they'd paid me to make, and I suspect other scripters would too, because I would not have planned to sell it myself, when I'd been paid to make it for someone ;)
I was thinking more of the scripter being allowed to retain rights to the script to use in future works - as opposed to an 'exclusive' commission, not the public release. They're all different chips on the bargaining table, and everybody has their own preferences of which ones are worth more and how much.
 

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