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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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read my thoughts? THIEF!!!
![]() i think this is a very nice idea. but money is missing, as you need some really talented coders and graphic experts. if you plan to develop a game, which is going to be sold (which is a need, as nobody wants to spend so much time in a project, that is for free) you need a lot of expensive licenses for usable frameworks, an 3d engine and software. you also need a good management and if you plan to set up a virtual working platform, where people from all over the world can work with, you need to code this too, i think. so hitmans right. most work consists of coding. and coders want to be paid... ![]()
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#2 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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If you are going to sell it you will need plenty of time from a lawyer as well. I know this from experience.
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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right. i would state the amount of money for a simulation like this as followed:
development 120 working days (24 weeks): - 10x coders á 200e/day - 240.000 (german standard income) - 6x graphic artists á 100e/day - about 72.000 - 4x 3d artists á 150e/day - about 72.000 - 2x sound artists á 100e/day - about 24.000 (12.000) management: - 2x directors á 150e/day - 36.000 - 4x teamleader á 175e/day - 84.000 - 2x lawyer á 300e/day - 12.000 (8000) software: - licenses 45.000 Euros (photoshop, development tools, 3d programs, etc.) 3d engine: - cryengine 2 - 6x 35.000 Euros, 210.000 frameworks: - game engine self coded ====== personal ressources: 528.000 Euros technical ressources: 255.000 Euros ====== 783.000 Euros / 1.096.200 Dollars ![]() and this is without costs for offices, computers, etc.
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#4 | ||
Pacific Aces Dev Team
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![]() Quote:
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I can't trust those figures, specially the last one -which belongs to a matter I know very well.
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One day I will return to sea ... |
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#5 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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![]() Quote:
the whole calculation is just a rough one. lets say, you can also get along with less than 1 mio dollars, if you hire eastern european coders. but its still enough...then...
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#6 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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Whai I was thinking is; if a team got together to dev a good game. Just on this forum they would have access to over 20,000 subsimers to market their game to. That is not a shabby start.
If they sold 10,000 games, that would gross something like USD 500,000. That's not much to divide among the team for, let's say, two years work. Reviews in the gaming press and community would bring more clients. A good game could lead to more games and a career developing simulations.
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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