Time to write a game
Hallo, just wanted to know how long are you coders working on a (released) game. Minimum, maximum and average.
Mine are:
Minimum: 3 Days ("Ultra reflect")-I tried it but cannot do anything faster yet. The mouse control library was previously reused from earlier projects.
Maximum: 2 years and 10 months ("Quest for Witchcraft", I was just lazy and had much other stuff to do).
Average: 2 Months (Using non-cross developement software)/1 Month (if using cross developement). This depends on the project.
Mine are:
Minimum: 3 Days ("Ultra reflect")-I tried it but cannot do anything faster yet. The mouse control library was previously reused from earlier projects.
Maximum: 2 years and 10 months ("Quest for Witchcraft", I was just lazy and had much other stuff to do).
Average: 2 Months (Using non-cross developement software)/1 Month (if using cross developement). This depends on the project.
Post edited by LCD on
Comments
Average so far, ~3 months. Though like anything creative I find it hard to distinguish between the time spent ruminating on an idea and actually sitting down and doing it*. Hopefully as I build up libraries of routines I'm happy with I'll be able to reduce the workload.
I can imagine how a project could end up taking years, especially as if there is a lull you need to regain motivation and unravel the code.
My minimum would be a 4 hours, but this is for a CGC entry :-D
* some might call this procrastinating ;-)
For the pre-2009 games in which I was involved, released by CEZGS, a single game could take months just because of that: too many cooks. A single change could be delayed for weeks 'cause somebody was not available at the time.
From 2009 onwards, most games are made mainly by two or three people. Average is a couple of weeks, maybe three, but some games take one month to be developed. Quickest game has to be Horace goes to the Tower, which was crafted in just one afternoon - but most of the routines were already in other games, so it's kind of cheating - even if I created graphics, map, and enemy placement data from scratch.
The longest: 5 years :)
Of course I wasn't working all these 5 years on the game. I started it, then get bored, it was laying in the dark corner and gathering dust, then I found motivation to finish it.
It took me really longer some years ago to make games. I lacked experience, I lacked ready to use routines. Now in each game I reuse a lot of code from earlier projects, which makes the work much faster.
1 hour (CGC and 4th place)
The longest:
28 years!!
( I saw BOWLING for the Videopac in 1980 and ever since I had a ZX Spectrum in 1983 I wanted to make my version of the game. Although I made a ONELINER wuth the same game it lasted until 2011 befor I coded a version on the ZX81 that comes closest to the original {apart from the 2 player option})
Wanting to write a game and starting do it are two different things. Starting means: write the first instrution for it, having at least a unsharp vision how it would end up as finished game.
But then because it's my own time I'm wasting, I'll take as long as I like to get things as right as I possibly can. I can't see myself working much faster in future as my plans become increasingly ambitious.
- IONIAN-GAMES.com -
Though, to be fair, for that long there might be point releases on the way :)
Or alternatively, a whole novella's worth of writing. Talk about overdocumenting the code... (do a bit, get it to work, get it to work properly, then write it up as if I was going to do it that way in the first place...right?)
http://goo.gl/4jPd5
Though, to be fair, the point of /that/ project isn't actually finishing a game.
(It shouldn't be waffle, either...but it is!)
Well, then it is 2,5 year for the ZX81EMUL and still one project running that is unfinished.
At least I know that YOUR projects are technicaly the most impressive ever. River Raid tech demo was outstanding. Buzzsaw was great! So taking your time is a good idea.
I also find that 95% of that time is not coding. Most of the time is spent on making graphics, testing the mechanics, designing the levels and more playtesting.
Games List 2016 - Games List 2015 - Games List 2014
If I had to do the graphics too it would've taken (at least) twice as long - and only looked half as good - because I'm rubbish at graphics, so having the benefit of working with a such a great artist as Mark really helped speed things along.
I really wanna get started on a new game too, but for that very same reason I'm hoping to find someone who can do the graphics again, and hopefully allow me to concentrate on the coding and have it done in the same amount of time.
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
At the other end of the scale, there are projects that have been going on for years and are yet unfinished. It's often the case that I'll get the coding done, but hit a brick wall when it comes to getting a playable game out of it, and it'll just sit there until inspiration come along.
And do you all beginn with a placeholder graphics to write the code first, and then make proper graphics, or do you start the game design with proper graphics and then write the code?
Which way take less time?
Do you make Playtesting all alone?
I think the biggest barrier to entry - and one reason I've dumped all my "that would be fun for CGC" is that the rules state if you win, you have to host next year. And since I have zero interest in hosting, and worried someone might actually vote for my idiotic idea, I've elected not to enter every year!
My Homepage has a 10 MB limit and if someone will make a game with IP of other persons (Think about the Sonic game), I can be sued. Both will be no problem if I host anything on my TOR server, but then it will be difficult to people to access it.
I also prefer to write good games.
Longest....erm ongoing, I'm still working on a few I promised I'd release almost 11 years ago :lol:
Thats true. If it is a conversion job, it can be done much faster, noticed this with Earthraid: Just two weeks! U-Boot hunt took 4 weeks, even if it is simpler (I'm not counting the time where the developement disc was lost as developement time).
Awwwww shucks! :)
Anyone seen my "FLOOD 2" design? Anyone fancy trying to make it work on the Spectrum? :p
Ex-Ocean Software graphic artist -
Download my FREE PDF 'LOAD DIJ DIJ' (180,000+ words): https://ko-fi.com/i/IG2G3BEJZP
ZX Art page: https://zxart.ee/eng/authors/m/mark-r-jones/
https://twitter.com/MarkRJones1970
https://www.facebook.com/OceanSoftwareLtd/
https://www.facebook.com/ultimateptg/
Pics or it did not happen!
8)
Check this thread for pictures (on Facebook).
http://www.worldofspectrum.org/forums/showthread.php?t=29322
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
http://www.sendspace.com/file/pvb6b6
Ex-Ocean Software graphic artist -
Download my FREE PDF 'LOAD DIJ DIJ' (180,000+ words): https://ko-fi.com/i/IG2G3BEJZP
ZX Art page: https://zxart.ee/eng/authors/m/mark-r-jones/
https://twitter.com/MarkRJones1970
https://www.facebook.com/OceanSoftwareLtd/
https://www.facebook.com/ultimateptg/
Barring mishaps I should have something, hopefully it doesn't prove too ambitous...
That would be cool, best not to jinx it though!