Project Paladin: A Gate Inspired Game.

NanoPaladin

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Project Paladin: A Gate Inspired Game.



Planned Features

- Tactical Combat Battle System (WIshed) [backup - Side Battler System with Sprites].

- Custom Art and Music.

- Story of honor, political intrigue, cultural difference and loss.

- 50 plus hours of gameplay.

- If time and knowledge permits some mini-games (Racing, Card, Shooting).

About Gate (for those that do not know)

Gate is an anime recently released on Crunchy Roll as a 2015 summer simulcast. It's premise is rather basic but is something I have always fantasized about. In a nut shell a inter-dimensional gate has opened in Japan, where an army of knights, orcs, goblins and other magical creatures poured out. They of course, having the element of surprise, slaughtered a fair amount of people This of course ended up drawing the attention of the JSDF whom with modern military might routed the fantasy army with ease. About six months after the incursion the JSDF sent an expeditionary force into the new world where they will establish a foothold and presence in this world.

Now this of course opens up a ton of plot options and possibilities. Rich with combat, character development, political intrique and humor the setting and plot is a treasure trove. The way that battle happens in this anime is much more tactical as opposed to one on one combat, which is why I personally feel a tactical battle system would fit better in this world and game.

What I am looking for...

Currently right now this is an interest pitch. I am wondering what the general feel and opinion on something like this would be. If I am able to build the game that I would like out of this I believe it will be a solid game with great writing, mechanics and polish. I do intend on making this a commercial project as I am a Game Designer trying to build a startup, so bear with me through the ups and down. When I finally have some concept art and things to show off, I will definately do so.

Paid Positions (Not Open Yet)

1. Spriter/Artist

2. Scripter/Programmer

3. Composer

4. Writer

(Note: I do not have rates on these spots yet, I am still in the concept stages and do not know the full scope yet.)

All that said and done, I am open to critiques, opinions and general thoughts. Thanks!

- Nano
 

Andar

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- 50 plus hours of gameplay.


All that said and done, I am open to critiques, opinions and general thoughts. Thanks!
I don't know how much experience you have in game making, but as a general rule most people consider that each hour of gameplay needs about 100 hours of development work as minimum (in case of RPGs)


So your 50+ game hours will need 5000+ development hours as an early estimate, with good quality probably more. Full time development is 168 hours per month per person.


That means at full-time development (no time for other jobs or income), you'll need more than 30 man-months at minimum.


Is that in your budget calculations?
 

NanoPaladin

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I don't know how much experience you have in game making, but as a general rule most people consider that each hour of gameplay needs about 100 hours of development work as minimum (in case of RPGs)

So your 50+ game hours will need 5000+ development hours as an early estimate, with good quality probably more. Full time development is 168 hours per month per person.

That means at full-time development (no time for other jobs or income), you'll need more than 30 man-months at minimum.

Is that in your budget calculations?
Thanks for the reply,

Yes I am fairly aware of the man hours needed to build a project. I had a 4 man team and we managed to pump out a 500 x 500 level of a platformer with Unity is a month. Of course we were each working about 40 hours a week on it. We probably got 15 minutes worth of play out of that alone. I really do appreciate the number crunch though. I was a bit unsure of the man hours needed with RMVXAce. I did plan to block out about 2 - 2.5 years of development time for it.
 

taistelusopuli

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Are you intending to make a fan-game or a production of your own? That remained a bit unclear to me. If we are talking of a fan-game you must be prepared and able to pay for the rights. If the production is completely its own and merely inspired by Gate then there is no problem with that of course.

Secondly 50 hours of gameplay... That is about 2-4 hours of music depending how much variation you had in mind. That can get costly. We are speaking of hundreds at least. More experienced composers will be in the 4-digit prices. It can get pricy so you must take that into account.
 

Andar

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It depends a lot on how much custom work you do - 100 is an early estimate, I heard of games with a factor of 200 or 300, but also people who got their games with much less work by using shop resources.


So don't take those numbers as guaranteed.


I just asked because a lot of people here start big without any experience - which is one reason why RPGM had a bad reputation of a lot of broken and abandoned projects.


Not because of the engine, but because a lot of teenagers tried projects too big for them.
 

NanoPaladin

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Are you intending to make a fan-game or a production of your own? That remained a bit unclear to me. If we are talking of a fan-game you must be prepared and able to pay for the rights. If the production is completely its own and merely inspired by Gate then there is no problem with that of course.

Secondly 50 hours of gameplay... That is about 2-4 hours of music depending how much variation you had in mind. That can get costly. We are speaking of hundreds at least. More experienced composers will be in the 4-digit prices. It can get pricy so you must take that into account.
Good catch,

It will borrow ideas from Gate, which in turn I think was inspired by Outbreak Company, I might be mistaken. At any rate this will be a different story along that same vein. As far as the assets go, I am working with my CFO to get some grants for the start up and we might be able to pull off a 50K grant here locally. That should be sufficient enough to get the ball rolling I hope. I am more than willing to pay a fair price for any and all custom assets and music made for the game wether its grant money or pocket money.

It depends a lot on how much custom work you do - 100 is an early estimate, I heard of games with a factor of 200 or 300, but also people who got their games with much less work by using shop resources.

So don't take those numbers as guaranteed.

I just asked because a lot of people here start big without any experience - which is one reason why RPGM had a bad reputation of a lot of broken and abandoned projects.

Not because of the engine, but because a lot of teenagers tried projects too big for them.
It's funny, I talked with my business partner about this exact issue. I have noticed that the engine, while great and very flexible from what I have seen, has a stigma about it. I of course chalk this up individuals and teams that create a project with far too large of a scope. They get too ambitious, which in itself is not a bad thing as long as you can get the key pillars of the game laid in. I find it better to cut out mechanics and extras than not have enough and need to try and build into something well established.
 

taistelusopuli

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Good catch,

It will borrow ideas from Gate, which in turn I think was inspired by Outbreak Company, I might be mistaken. At any rate this will be a different story along that same vein. As far as the assets go, I am working with my CFO to get some grants for the start up and we might be able to pull off a 50K grant here locally. That should be sufficient enough to get the ball rolling I hope. I am more than willing to pay a fair price for any and all custom assets and music made for the game wether its grant money or pocket money.
That sounds like a plan! At any rate, music being one of the last things to come in, I'd still like to express my interest on the project. Have you had any time to sit down and think about the sonic image and feeling of the production?
 

NanoPaladin

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That sounds like a plan! At any rate, music being one of the last things to come in, I'd still like to express my interest on the project. Have you had any time to sit down and think about the sonic image and feeling of the production?
No not yet, I am kind of just focusing on the classes, gear and items as well as the story currently. Most of the things I myself am skilled to do. I do not want to over arch into those areas until I have some money to dump into them. (Next week). I am also outlining the major points I would like to iterate in the story line as well as some pre-emptive character design.
 

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