[gameprogrammer] RES: Re: Decision Points

I know racing games are not the best sellers for PC. I just choose this
gender because the 3D modeling would be easier, the AI system is not that
complex and I love racing games really!!! I don't wanna sell millions -
actually I do but I know it won't happen :-). I will be satisfied if this
game gets successful and I get really good feedback from my customers - no
matter how many copies I sell.

Thanks a lot for your answer!

Dirso

 

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De: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] Em nome de Hermann K.
Peterscheck
Enviada em: sexta-feira, 18 de maio de 2007 11:45
Para: gameprogrammer@xxxxxxxxxxxxx
Assunto: [gameprogrammer] Re: Decision Points

 

All of these are, of course, just my opinions :-).

 

I like racing games, so I'm interested, but keep in mind that car racing +
PC = not lots of sales. consoles have large successful racing games, PC's
don't. That doesn't mean you can't make money making them, it just means
your total market share is smaller :-).

 

Rush to functionality sounds like a really great idea. I honestly have no
idea how anyone can know what is fun about a game idea until they played it.
The Diablo 2 post mortem on Gamasutra is really great reading in this
regard. 

 

With regard to releasing demos I think it's a good idea to show it to people
in a controlled fashion to get feedback. Once you go "public" your game will
be judged as complete no matter how many disclaimers you put up. I.e. don't
put up an unpolished demo that is public.

 

I'm not sure how far along you are but 40 cars, 50 tracks and a huge island
sounds like a lot of content. like more than Need for Speed, like more than
GTA, of course that is speculation on my part. My personal opinion is that
features and content do not save us. The games I like best are the ones that
I think were "too short." That is, so damn fun I won them and wanted more.
If you make a really fun intuitive multiplayer racing game, I'll pay $20 for
it :-), if it has 5 track, 10 tracks, 50 tracks or whatever. I grant that
there is some minimum amount of content and features but I don't know what
that number is. The last PC Racing game I bought was Revolt back in 1997 or
something. In fact, that game is still really fun. I think it had like 8
tracks and 12 cars or something. they were "RC" cars though and raced around
in this cool colorful neon world that looked really big. It was super great
fun and spread through our office like wildfire. If you make a game as fun
as that, then I'll pay 20$ just to race around 5 tracks in 8 cars or so -
numbers pulled directly from ass.

 

In any case sounds cool! Xmas is a good time as well.

 

Hermann

 

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From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Edilson
Vasconcelos de Melo Junior
Sent: Friday, May 18, 2007 6:18 AM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] Decision Points

 

Hi, Guys!

I'm making everything in the development of my first game by the book -
literally.
I wrote a complete full with details Design Document and it took me almost 6
weeks of planinng before even start to programming and it is actually
worthing. I never thought that spending so much time just writing down
documentation would worth anything, but in the end of the last year, when I
first started the game development by just sitting on my chair and filling
pages and pages with code - like I always did - I felt totally lost.
Now I'm back to the game!!!
I have several good ideas for the game - who doesnt? - and now I'm planning
the releases of the game.
I'm writing this post to ask you about a few advices for a newbie that is
really enjoying the experience and is spending every cent from my day job
work to make my dream come true.

1) About my game:
It's a really fast sport car race game

2) Releases
I first thought about a demo version for July 1st, a pre-release for Sep 1st
and the Full version for December.
The demo would be the only free part of the game and it should be enough for
the people to know what they will have buying the paid versions.
The pre-release would be a try to get funding for the full version due to
the money I'm spending in the artwork and music.
The full version would be free for the customer that bought the pre-release
and it should be out for Xmas.

3) Now the decisions I have to make:
a) I'm thinking about make the demo and pre-release as one and prob for
september 1st
b) Make a demo as soon as I can and publish it on game development forums to
get some feedback about the features - I'll prob won't release it to the
public

4) Feature and prices
a) I was thinking about 40 different cars and about 50 racing tracks,
including a big island (about 400 square miles) as a bonus championship with
maybe 15 racing tracks distributed in the terrain.
b) The game is organized in championships and free races
The races will have up to 28 cars (or depending on the player's computer),
and the online mode can run on LAN and internet - anyone can start a server.
But we will have an official server as well.
c) Up to 4 players can play together in the same PC.
d) You can start a championship with your friends, save the progress and
schedule the other races to make it fun.
$) I was thinking about charge 19.95USD for the pre-release with 12 cars and
16 tracks, 3 months free for online playing the official server - when the
full version gets released and free upgrade to the full version. The player
could try before buy it... he could player 1 hour of racing.
$$) 29.95USD for all the features when the full version is released and one
month try out online mode.
Do I have enough features for that?

 

I have been developing this game for over 6 months and when I'll release the
full version I'll prob be able to release a mod editor as well - since I
have car and level (tracks) editor for myself to put the content in the
game. If I can't release this mod editor for the full version, I'll do an
expansion pack for it in 3-6 months including the editor after the full
version gets released.

If I wasn't clear enough, please ask.

Thank you very much,
Dirso.

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