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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Tue Jan 01, 2013 4:42 am |
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A bad director will suck up your budget so fast.
I generally had good experiences with one high level director who takes FOREVER and uses a lot of resources in Studio A. Then I put two low level but quick directors (like Sarge from Lab Dungeon A) in charge with excellent support staff in B and C. This way, they'd churn out polished if mediocre games that would feed money back into Project Segagaga, and that could keep me afloat while also providing capital for the Dream Game of the dude in Lab A.
C Man is one of those who will take forever if you let him. I usually cut off slow and meticulous developers at around 65% to 80% since that's Good Enough for the market share. _________________
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Rud31 forum ruler of Iraq

Joined: 05 Dec 2006 Location: SanAnTex
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Tue Jan 01, 2013 5:38 pm |
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| Texican Rude wrote: |
| How exactly do you determine fast/slow whatever for the directors? |
I think I just experimented with how long it took them to make their games if given a full pace. Sarge explicitly states that he's only interested in quick knockoff titles, so he's a shoe-in for a quick development cycle. I don't remember what the others are offhand though. _________________
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Persona mobile

Joined: 11 Aug 2012
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Posted: Tue Jan 01, 2013 6:55 pm |
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I remember the guy who kinda looks like Yu Suzuki takes ages to make his game but when it's done it's great. I also recall the Yuji Naka in a baseball cap looking guy doing a decent job but not being either very fast or slow.
Also Adil, I was talking shouting over loud new years screams in a bar to my programmer friend last night and he said he was interested in taking a look at what you guys have got. If he can't handle it, he could at least point you towards people that could. Should I give you his email or something? _________________
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Tue Jan 01, 2013 7:14 pm |
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| Persona mobile wrote: |
I remember the guy who kinda looks like Yu Suzuki takes ages to make his game but when it's done it's great. I also recall the Yuji Naka in a baseball cap looking guy doing a decent job but not being either very fast or slow.
Also Adil, I was talking shouting over loud new years screams in a bar to my programmer friend last night and he said he was interested in taking a look at what you guys have got. If he can't handle it, he could at least point you towards people that could. Should I give you his email or something? |
Do it! If he can torrent the game, the archive formats are all there. The torrentable version simply replaces the animated cutscenes with the shortest possible cutscene (salaryman exploding into MOE LUSTING POTATO HEAD) in order to get it from GD ROM to CD ROM size. All of the archive formats are there and intact, and those are what we've got to work with.
There's also the project-killing problem of the fact that a full-width font is the only available option in the game's code. We need a half-width font of some kind in order to make the project feasible. _________________
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Tokyo Rude

Joined: 28 Mar 2007 Location: I'm on the phone Derrick!
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Posted: Mon Jan 14, 2013 1:31 am |
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| I have the strategy guide for this game now and it is the best. |
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Persona mobile

Joined: 11 Aug 2012
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Posted: Mon Jan 14, 2013 2:04 am |
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Does it have any cool pictures or big screenshot maps? _________________
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Loki Laufeyson fps fragmaster

Joined: 05 Dec 2006 Location: Beneath the Mushroom Kingdom
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Swarm

Joined: 09 Jul 2011
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