Here are more plans for the production of Fat Jumper
Platforms
No, I'm not talking about the platforms that the fat jumper is going to be jumping on. It's the iPhones, and PCs and Macs out there. It's good to know the list of target platforms before creating the art assets so we know what resolutions to use in our textures and what level of detail to use in the 3D models.
Looks like this game should be playable on a low-end smartphones and 1080p consoles and PCs and everything in between. The iPhone 3GS resolution is 480x320, so that's the low end resolution. 1080p is 1920x1080, but even higher resolutions are possible on high end PCs or Macs. The controller is going to be two buttons only.
Marketing and Publishing
Probably this will be a free game supported by advertising and in-app purchases. This seems to be working very well for a number of games out there right now, so that's the plan. It'll be published by my very own (and very small) company, Actual Entertainment.
Schedule
Once huge advantage of being completely independent is that the schedule can be very flexible. It's still pretty good to have one though! So at the risk of looking foolish later, here's my current schedule:
level editor: 1 week
animation and particle system: 1 week
design, model and animate all game characters (about 10): 2 weeks.
design, model and animate 3 worlds: 3 weeks
level design of 21 levels (7 per world) : 3 weeks
game scoring, title screen, credits, etc.: 1 week
Testing: 2 weeks.
Extras: 2 weeks
Total: 15 weeks.
Hmm, I was hoping for 3 months ...
-- fxl
Platforms
No, I'm not talking about the platforms that the fat jumper is going to be jumping on. It's the iPhones, and PCs and Macs out there. It's good to know the list of target platforms before creating the art assets so we know what resolutions to use in our textures and what level of detail to use in the 3D models.
Looks like this game should be playable on a low-end smartphones and 1080p consoles and PCs and everything in between. The iPhone 3GS resolution is 480x320, so that's the low end resolution. 1080p is 1920x1080, but even higher resolutions are possible on high end PCs or Macs. The controller is going to be two buttons only.
Marketing and Publishing
Probably this will be a free game supported by advertising and in-app purchases. This seems to be working very well for a number of games out there right now, so that's the plan. It'll be published by my very own (and very small) company, Actual Entertainment.
Schedule
Once huge advantage of being completely independent is that the schedule can be very flexible. It's still pretty good to have one though! So at the risk of looking foolish later, here's my current schedule:
level editor: 1 week
animation and particle system: 1 week
design, model and animate all game characters (about 10): 2 weeks.
design, model and animate 3 worlds: 3 weeks
level design of 21 levels (7 per world) : 3 weeks
game scoring, title screen, credits, etc.: 1 week
Testing: 2 weeks.
Extras: 2 weeks
Total: 15 weeks.
Hmm, I was hoping for 3 months ...
-- fxl
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