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Geek Culture / Do Game Authors Buy Shareware Games ?

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Kevin Picone
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Posted: 1st Aug 2003 00:27 Edited at: 1st Aug 2003 17:47
In the quest for a little market research.

So i'm running a quick survey on our forums about the buying habits of fellow DB/DBpro game authors. Feel free to vote or make comment here or on our forums if you like.

http://www.underwaredesign.com/forums

Nothing too serious, just curious !

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
HZence
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Posted: 1st Aug 2003 00:29 Edited at: 6th Oct 2011 20:05
I haven't bough a shareware game for about five years, although I did enjoy the experience. It seems a little obsolete with all these "new-fangled" console wars and technology advancements

[EDIT] Ironically enough I plan to release my first few games as shareware. Heh.
Shock
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Posted: 1st Aug 2003 00:39
IMO, making shareware games is a waste of time. Usually you'll get around 20 downloads, (that's information based on an old survey i did a while ago).

You'd probably make more money by offering your games for free, and putting adverts on your site with a donation box, (which iv'e never tried before, so maybe someone could tell me if im right?)

Sticking feathers up your butt doesn't make you a chicken.
the_winch
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Posted: 1st Aug 2003 01:13
I have never ever paid for shareware. I doubt I ever will. If you have a fast internet connection there is very little software you need to buy. There is soo much good free stuff that it is almost imposible to compete.
Steverino
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Posted: 1st Aug 2003 01:18
I haven't bought any shareware games, just tools. I'm not a big gamer myself, though.

Making shareware games probably is a waste of time if you're hoping to make that a significant part of your income unless you're an excellent programmer/artist and an excellent marketer (rare combination). If it's a hobby, you don't have any target figure and you can be happy with an occasional sale it's kind of fun to check your e-mail and say, "Hey, someone in Bisbee, Arizona ordered Ninja Woodchuck Volleyball! Third sale this month! What'll I do with my $27?"

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Falelorn
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Posted: 1st Aug 2003 05:23 Edited at: 1st Aug 2003 05:26
IMO shareware is a waste of time, the best thing todo is to make the game, and just give it away. If its something very special, and you have a ton of positive feedback, show it to a publisher.

Shareware could be great again if we got a few decent games out there, but if you look at what some of the shareware companies are selling most of them are just garbage.

Just my opinion tho.

But I have seen a few gems, I think in a year we will finally see some great games. Remember shareware started with some meh games then we saw wolf 3d, commander keen, doom, etc.
HZence
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Posted: 1st Aug 2003 05:28 Edited at: 6th Oct 2011 20:06
Yeah, I see what you mean. I plan to make my side-scroller good, but I don't think it'll be worth selling

Actually I think in the long run it might be more worth just selling the engine along with the editor; I'd probably make more money that way. Don't get me wrong, I'm not in it just for the money, but I'd like to have some cash to advance my work environment A.K.A. by myself a Cray Supercomputer and call it my home PC
MikeS
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Posted: 1st Aug 2003 05:29
I don't by shareware, because really there hasn't been any games worth buying over the internet.



Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
HZence
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Posted: 1st Aug 2003 05:31 Edited at: 6th Oct 2011 20:06
Back in the day there was - Commander Keen, Duke Nukem, Biomenace, Wolfenstein 3D, Blake Stone, Major Striker (all from Apogee by the way).
Falelorn
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Posted: 1st Aug 2003 05:43
iam going to add this.

If your going to make a game, I bet it feels awsome to see it being DL and bought. Even one copy a month is probally a great feeling. But if your out to make $$ or a living off of making games, I would work on your skills and go for a commercial job, or make a very kick ass demo.
HZence
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Posted: 1st Aug 2003 06:34
Personally I'm not out to make a living off of it, I'm only sixteen. I just kinda wanna get my name out there and have something to be able to talk about when I do interviews for college.

SW Games - www.freewebs.com/swgames

Yeah, I know, I only have one game. Yeah, I know it sucks. But I made it! Me!
Falelorn
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Posted: 1st Aug 2003 06:54
HZence perfect.

This post reminds me about a head hunter interview I had about 2 years ago. He said "There are a million people out there who can program in VB VC C++ but there are very few who know how to."

Its the same with game development, there are a million who can make it, but very few who can make it good.
MikeS
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Posted: 1st Aug 2003 07:09
Ummm, just wondering. Rather than starting a new topic. Is there any age limit on selling things on the internet? I mean, like if I wanted to sell shareware, or a couple 3D modelers. I'll have to do some research on it, so by the time you reply I might've already solved the problem, but any help is appreciated. I'll post what I find. Thanks in advance.



Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
MikeS
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Posted: 1st Aug 2003 07:18
I got this information from www.shareit.com

Quote: "5. Privacy Protection of children
Our service is not suited for children under the age of 13. We operate our service in compliance with the Children's Online Privacy Protection Act and do not knowingly collect, store or use personal information from youths under the age of 13. We do not permit them to use our services without the consent of a parent or guardian. "


Phew, I guess I'm clear if I'd be interested in using them. Though, yes I know, I'd be lucky to make over $100 in a year, it's the experience that counts, sorta like what HZence mentioned.

Any other info. would be appreciated.



Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
HZence
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Posted: 1st Aug 2003 07:48 Edited at: 1st Aug 2003 07:48
Yellow, I'd say go for it. Since you're a minor (assumably) and you probably wouldn't have an enormous cash flow from selling your product (no offense), I don't think you'll have to worry about the IRS or FBI hunting you down.

SW Games - www.freewebs.com/swgames

Yeah, I know, I only have one game. Yeah, I know it sucks. But I made it! Me!
MikeS
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Posted: 1st Aug 2003 08:04
Yea, you know what. www.Shareit.com can provide almost all of our needs. You don't need to have a business, it's cheap and it's easy. Now if you have a good website, and get 5,000+ hits per week, I suppose you'd be able to earn some nice pocket change ($10-15) per week. Hmmmm, I think I may have a small business plan going here, but at least it's something to build on and consider. I doubt I'd actually sell full games, but I'd maybe have a chance at selling some quality 3D models, or a nice little addicting games package. (Though, I'll have to worry about copyrights) Well, it's something for me to think about, but if anyone else is interested, they might as well check it out.



Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
HZence
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Posted: 1st Aug 2003 08:12 Edited at: 6th Oct 2011 20:05
I believe copyrights are free as long as you specificy within the original work using the official copyright symbol (no c with parentheses around it), the date, and your name. I.E.:

Copyright ยฉ 2003 Name. All rights reserved.

It's Trademarks and Restrictions that have to be registered.
MikeS
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Posted: 1st Aug 2003 08:26
Yea, I have plenty to learn about that, yet I can worry about that once I start selling shareware, or whatever it may be.



Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
HZence
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Posted: 1st Aug 2003 08:49 Edited at: 6th Oct 2011 20:06
Yes, before you get that far just worry about finishing a game.

I have a tendency to get ahead of myself in that aspect as well.
Shadow Robert
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Posted: 1st Aug 2003 11:51
Not bought Shareware in over 10years... simply because when Public Domain died out the quality of the software produced has just stood still.

If someone produced a Quake style game, i'd probably consider it ... but most are just 3D versions of classics that everyone already has.
Like 3D Minesweeper or 3D Tetris.

someone wants me to buy thier Sharware game for like $20 when i could find a 2d version for free on the net, and spend that $20 on a budget retail title - i mean there is no competition really, i'd go out and get Tekken4 or something lol

Shareware developers face 2 problems from what i see, exposure and talent. Without exposure people won't see your game, and without an actual game there which someone hasn't played before then really there isn't any point in it.
It's what was so fantastic about Public Domain, people were actually trying to make fun & original games which were upto the standards of the then technology.

just look at counterstrike, started 4years ago as a small team wanting to make a terrorist-counterterrorist game - they gabbed the HL engine and made a Mod... it was free until Beta6 but which time it had alot of features over HL but still essentially wan't that different. When it went retail it was enough to push that development team from Mod Makers to a Pro team.
if someone could pull the same sorta thing off in DBP then i'm sure i'd buy it - but until we start having some original ideas, i doubt shareware is going anywhere fast.

There is a developer i recently had brough to my attention, he makes good games - graphically about 5years old but still good. However the thing they lacked was character & playability.
I played this C&C style game with bugs, it was good ... but it didn't feel like i could tactically maneuover the bugs, just basically pick what they're next target was.

don't think developers of shareware oftenly realise what needs to go into a game to make it fun and enjoyable to play.

Falelorn
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Posted: 1st Aug 2003 20:04
MikeS
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Posted: 1st Aug 2003 20:14
Obviously it seems that the disadvantages outweigh the advantages, but let's look at things from a different side. I mean, the advantage of shareware is that almost anyone can sell using it (including us minors ), and you can earn some nice pocketchange, if you know how to market and advertise. Shareware can give anyone experience in selling products, so that's a definite benefit. If you're in it for the money, you can make the money if you really build a fun, and original quality game. Though that's easier said then done. Shareware is probebly the way I'll, along with many others, start out(unless I find a publisher). Although, of course, pirating shareware is a problem. Remember that shareit place I was talking about, a few posts up, they can sell cd's and ship by mail.

*Yellow knocks himself in the head and stops day dreaming*

First remember though, we needa finish our games before we start selling.

Jenny: New Recruit to Police Force Jacob: Jenny's Associate
Problem? You may soon find out. "It could take the world."
Kevin Picone
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Posted: 1st Aug 2003 21:35 Edited at: 1st Aug 2003 21:45
Thanks all for the input. I appreciate you ALL taking the time leave your thoughts.


ShockForge:

Quote: " "IMO, making shareware games is a waste of time. Usually you'll get around 20 downloads, (that's information based on an old survey i did a while ago).""


Not the best survey to make judgements upon I'm afraid. While I'm not surprised some people would be lucky to get their 20 total downloads say, it's not really a good representation of the volumes of potential traffic that are available to us all. In particular, just by getting your title listed on just a handful of promotion services (no matter how poorly suited). Then getting 1000's is quite common.

Downloads don't equates to sales though. It's quite possible to earn some reasonable sales figures with tiny download stats.


Quote: " "You'd probably make more money by offering your games for free, and putting adverts on your site with a donation box, (which I've never tried before, so maybe someone could tell me if im right?)" "


I don't know anybody who has tried publishing shareware under an advertising model. Although, I can't imagine it being too easy to secure advertising dollars though, without extremely high levels of traffic. If the click-referral-banner market is anything to go by, no one in the db community really has that sort of traffic. But your absolutely right, the advantage of this model is visitors don't need to be of a particular quality to qualify as customers. But advertisers will want to be see results fast.

Donation ware in our experience have been huge waste of time. It's relies far too heavily upon the users being honest. The best thing about this form of release is that your not really obligated to support them.


falelorn:

Personally, I feel the shareware model best suits titles that are not mainstream enough to find retail publisher support. Titles that target a particular sector of the audience and exploit it's potential.



Raven:

I don't think coding talent has very much to do with it these days. The tools handle so much for us, it's how we utilise the tools in relation to our ideas that's the key.

One of the core problems, is that developers need to be honest with themselves firstly. By that i mean, Clearly define what their objectives are from the get go?. If your going to try and write a game for online distribution that really earns, then personally writing another 'me too' game is not going cut it.

In terms of skills we all need to analyse what were good at, and what were not good at. Then distribute responsibilities accordingly. If somebody was to decide to create a game with the pre-motivation of maximizing sales, then before they start, research this particular field relentlessly. Build a strategy, then act it out. Just like any other business plan.

Personally, I think the majority of people within this community can write fun games that are worth selling, given just a bit of drive and determination. However that's the fun and more natural part to us, the creation. When it comes to the research, promotional, marketing side of things this is were we all generally seem to fail.

The point is that if we discuss more of these topic, more often, then perhaps we can help self educates ourselves and others.



yellow:

Quote: " " Shareware can give anyone experience in selling products, so that's a definite benefit."
"


Agreed, that's certainly a big benefit of shareware model. It Lets us trial and fine tune our small business over time. Nobody has all the answers and nobody makes the correct choices up front. But if we continue to refine our knowledge, then anybody can morph what is, or was a hobby into a small business.. from there who knows.



Thanks ALL.

It's good to get a cross section of views. pro's/con's I certainly DON'T have all the answers, and probably have just as many questions and reservations about shareware so most. But If I can turn a hobby into a something even remotely resembling a small business online then anybody can !.

Anyway, back to the grind stone.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
Mattman
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Posted: 1st Aug 2003 22:17
I don't buy games, i get 'em for my birthday and Christmas

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Falelorn
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Posted: 1st Aug 2003 22:48
I buy all games, xbox, ps2, gc, gba, pc. I love em all. Shareware games i did buy all the appogee games, and quake, dooms, etc. I would buy a shareware game if it was good.
Shadow Robert
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Posted: 1st Aug 2003 23:36
well ofcourse it not about having the most talent programmer or anything ... however you need to know what the game will like.

and i'm sorry but most shareware developers are odd people with even worse tastes in games that the public usually just doesn't share.
and not being funny but you have got to be sick of people making another tetris and somehow thinking that its worth $20 just to register to get to level10.

PD was never about talented people as such, just look at Smoge on the Amiga. really by everyones standards it was a pretty simple and adverage platformers ... but it did well because it played well and it wasn't half bad to look at. Not pro but then the developer only charged ยฃ5 for people to play past level3 and gave you alot of levels.

It's not a case of looking for outstanding games, but atleast keeping up with the times - yes maybe alot of developers can remake classic 2d games in 3D... or go onto making 2d games of thier own.
But when did you last see a Quake remake in DB or another language which was worth more than 2minutes playing time?

gamers have now been spoilt with consoles & state of the art graphics cards, and shareware has to evolve just like games have.
it is well within the grasp of most developers here to make a very basic version of Tomb Raider or 3D Platformer like Mario.
but have you seen any?

No... all we see is pong, and snake, and some other 20year old relic.
else we see over ambious developers who don't even know the first thing about db/dbp and suddenly want to create MMO or RPG games.

i've seen a few developers actually make some good games here, but they're not developers who want to make these games into things they'd want to sell on shareware - oftenly they're just a point to prove to themselves that they can do it...

the funny thing is that if those who have thier head in the clouds about what they could possibly make got them down long enough to actually learn DBP inside out they might actually find that what they want to do is within thier grasp rather than spending amonth fumbling through just to hit a snag.

only today i talked to someone who believes they know DBP pretty well, to mention why they're last project failed - and to me it sounded like they didn't have the first clue what DBP was capable of because it was something i thought of atleast one solution to within a matter of seconds.
biggest problem i see with shareware developers is they THINK they know everything and when they hit a snag they just hack thier way around it rather than thinking it through properly.

say they don't know howto get the controls properly from DirectInput, so sod it they'll bypass and use the standard keyboard entry - but they oftenly don't even understand that properly. They distribute a game where the keys take a full .6 of a second to actually do something and wonder why people aren't buying the game.
or they make a 2D Pong that needs an 1.4Ghz Machine with GeForce4ti card.

shareware developers now are just quite frankly morons most of them. what makes it worse is they're actually too dense to realise how stupid thier being too.

if you want your game to sell, you really need to learn the skills to actually make them first. Why jump in the deep end when you don't know the first thing about it?
First you learn your chosen language / graphics packages...
Next you learn what hardware can push...
Next you tinker with simple games...
Finally your ready to develop something that you actually can sit down and plan before hand.

personally i'd love to see a nice 2d platformer game again like Captain Planet or Fighter like Tekken - these are simple games really ... no real dynamics, collision can be box based, a few key animations that can be strung together.
If you sit down and take the time to plan out what your going to do, it takes have the time to do it and doesn't seem quite as daunting because there is actually less to do because you have a set plan.

thats really the hallmark of what makes and breaks the games themselves - it is obvious when people just fumble through them without much clue, because nothing flows right.
That game flow really makes the game stand out

HZence
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Posted: 1st Aug 2003 23:54 Edited at: 6th Oct 2011 20:06
I don't think Tekken's that simple Raven

It's unfortunate what independent developers have done to the name of shareware. Apogee, who both invented the concept and mastered it, were quite successful with shareware. Since I got thinking about I've decided not to sell any games for quite a while - let alone sell them as shareware.
Mattman
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Posted: 1st Aug 2003 23:58
I'll d/l freeware once in a while, like Victory Road i d/l'd

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Kevin Picone
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Posted: 2nd Aug 2003 09:02 Edited at: 2nd Aug 2003 09:10
Quote: " and i'm sorry but most shareware developers are odd people with even worse tastes in games that the public usually just doesn't share.
and not being funny but you have got to be sick of people making another tetris and somehow thinking that its worth $20 just to register to get to level10. "



That's an extremely narrow perspective. Your assuming that your taste is somehow indicative of the market place online.

Gaming is not exclusively for the young.


Quote: " PD was never about talented people as such, just look at Smoge on the Amiga. really by everyones standards it was a pretty simple and adverage platformers ... but it did well because it played well and it wasn't half bad to look at. Not pro but then the developer only charged ยฃ5 for people to play past level3 and gave you alot of levels."


While I can appreciate the point, Public Domain is not shareware. Times have changed though and the cost of development / running online is actually fairly expensive. (domains, host fee's, bandwidth) Services like Shareit.com / Regnow.com have minimum costs associated with handling any transaction. Increasingly, promotional services are setting them selves up as the point of sale (referrals for share/regnow). In doing so, they can take %20 minimum up to %50. Normally it's around 30-35%. Leaving the author before taxes and bank charges around %40-%50 of the retail price.


Quote: " It's not a case of looking for outstanding games, but atleast keeping up with the times - yes maybe alot of developers can remake classic 2d games in 3D... or go onto making 2d games of thier own.
But when did you last see a Quake remake in DB or another language which was worth more than 2minutes playing time? "


As a game, I hated Quake, so your asking the wrong guy there..


Quote: "
gamers have now been spoilt with consoles & state of the art graphics cards, and shareware has to evolve just like games have.
it is well within the grasp of most developers here to make a very basic version of Tomb Raider or 3D Platformer like Mario.
but have you seen any?
"



However, that's still a very narrow perspective. Effectively your saying that only people with the latest greatest hardware want to play games. This is grossly incorrect. Moreover, your suggesting that somehow these people are the superior target market for shareware, because their consoles/pc gamers and in the know.

It's all just a question of Logic. Lets say you were too knock up a Tomb Raider clone say in DBPRO today. Well in doing so, you segmenting the audience right from the get go. The more action arcade based the game is, the less wide stream appeal it has. The higher the base spec, the lower the % of machines that can run it effectively. And worse of all, it'd be aimed a generation of gamers, who are too well aware that it's a TR clone.

The next problem is distribution of the demo and full package online. If it's simply too big, you further alienate potential customers whom are either still running modems or capped cable/satelite accounts to tire kickers.

While I'm not suggesting a TR clone wouldn't do well, I'm sure it would. But you have to weigh up the size/cost of it's production against what could be achieved far easier by targeting a difference sector of the market.

A common small business strategy is to serve a sector of the market that is either no longer serviced by larger businesses or has been ignored as a niche. Software production is almost the rule of which this strategy was devised.


Quote: "
No... all we see is pong, and snake, and some other 20year old relic.
else we see over ambious developers who don't even know the first thing about db/dbp and suddenly want to create MMO or RPG games.
"



Well, to use your own example here, I would classify Tomb Raider / Mario as equally ambitious.



Quote: "
i've seen a few developers actually make some good games here, but they're not developers who want to make these games into things they'd want to sell on shareware - oftenly they're just a point to prove to themselves that they can do it...
"



There is nothing wrong with creating or sake of it. There is absolutely no obligation to sell, complete, to publish anything. But, there is an underlining echo through these forums that groups / individuals are writing apps/games with the intent of selling.

While some may get publisher support, most will not.



Quote: "
the funny thing is that if those who have thier head in the clouds about what they could possibly make got them down long enough to actually learn DBP inside out they might actually find that what they want to do is within thier grasp rather than spending amonth fumbling through just to hit a snag.

only today i talked to someone who believes they know DBP pretty well, to mention why they're last project failed - and to me it sounded like they didn't have the first clue what DBP was capable of because it was something i thought of atleast one solution to within a matter of seconds.
biggest problem i see with shareware developers is they THINK they know everything and when they hit a snag they just hack thier way around it rather than thinking it through properly."



I really don't see your point. I've never meet a programmer/artist/musician who knows all the answers (myself included!!). It's foolish to believe that is necessary too.

Know what you need, the rest is totally irrelevant.

Day to day, I teach percussion (it's my real passion). So by your logic, just because little Johnnie can't play 'all' the possible rhythms (which are infinite), he shouldn't play in a band until he's mastered the un-masterable ?..



Quote: "
shareware developers now are just quite frankly morons most of them. what makes it worse is they're actually too dense to realise how stupid thier being too.
"


Hmm, so do you feel really superior now ?. For an apparent professional, you have appalling attitude.

The beauty of shareware is it's connection with real people and not corporations. Blanketly calling 'most' shareware developers morons is perhaps as blissfully ignorant as you possibly get, and is completely void of constructive comment. If a person tires their hardest, but their effort, design, taste, situational limitations falls short of your particular standards, that does not make them a moron...

To me, anybody who can complete their app/game (good or bad) deserves all due levels of respect.. it's doesn't matter if I like it or not.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
Shadow Robert
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Posted: 2nd Aug 2003 13:36
Quote: "I've never meet a programmer/artist/musician who knows all the answers (myself included!!)."


kev that IS the point... alot of the developers believe that they CAN do everything and they DO know everything.
They take on projects that quite frankly are out of thier league.

i'm not saying they shouldn't take these games on, but that they should sit down and LEARN first.

Tomb Raider, Quake or Tekken are not particularly ambitious, infact quite the opposite. Sit down and strip away the layers of what makes each of these games...

Tomb Raider
... Grid Base Worlds
... Single Texture Based Texture Groups
... Each World Includes all Media
... Standard Grid/Box Collision
... Automatic Weapon Tracking on the nearest enemy when you start shooting within a set range
... Simple Object Based Menu System
... Trigger & Set System (for puzzles)
... Simple Always Try to Get Close As Possible And Attack Ai
... Ai Pathfinding (simply 2D grid based)
... premade animation Trigger

that is tomb raider, everything revolves around those things ... there i no Gravity per-say as it is simply Sliding Collision Based on a Grid.
a single data type for health, weapon/attack power, attack distance, ammunition - you don't need anything more for TR Original.

infact TR is based on a Portal Room System so you only deal with upto 32x32 grid squares each one equals 6ft (3 steps)

after all that its a case of making the models & animation, TR uses a combination of Static Mesh and Animated/Moveable Mesh for the levels - moveable for blocks, and such ... static which = another collision box.

... ... ...

there isn't any need to try to be as fancy as TR Chronicles with volumetrics or lighting effects and such... just to make a similar game.

the work that goes in to get just a demo going isn't alot and once you have the engine done for the demo the new levels are just a case of adding media.

on the other hand MMO's and RPGs are highly different and difficult to create because you have to take into consideration ALOT more things.

my point isn't that the developers should be aiming at current/future technology ... my point is alot of people either create games which could work on a 386 without Dx fine, else they overlace thier game with unnessiary effects.

DarkBASIC Pro is capable of running a reasonable scene of around 5,000 polygons @ 60fps on a P2-233Mhz Mmz w/TnT2 8Mb w/Dx8.1 w/Win98
it is more than possible to create games for everyone not just those with highend systems without resorting to crappy 2D.
Or remaking some stupid classic that most programmer could actually make quite easily using Java for a Cellphone!

the point here is that developers just arn't using those melons they call brains when they get into development.

you might look at Tekken as an over ambious project, but really what is tekken?

2 models, in a square ring - technically fighting only in 2dimensions XY.
each fighter is human so you can make a skeleton for them which they can ALL use.
each fighter is made up of the exact same number of sections.
you have fist-left,fist-right,leg-left,leg-right + directional controls, and if your within Nth amount of miliseconds and you hit another it would be a case of perhaps a combo is performed.
Collision is simple Box again based per limb.
and the only thing each player has as a stat is health.

your not looking for like super special moves, or broken bones or even new areas of play.
just 2 people in a square fighting... the backgrounds are skyboxes, the throws (if not countered within Nth miliseconds) are premade animations.

i mean really what exactly is the overly difficult part?
alot of developers here look at games in the context of "i'll make tekken, so what can tekken4 do?" ... when really they should be starting from the basics of what a fighting game SHOULD have at its core and just work from that.
ONCE they have something stable and fun THEN then can add extra's if they feel it needs it...

but i think people would like to have a valued changed from always playing bloody quake clones & mods or brand new versions of classics.

there are no just plain level headed developers in shareware that i've seen - it shouldn't be about impressing a publisher with what it looks like or is capable of, leave that to the professionals.
the only aim of a shareware developer is to make a game which is fun to play to the point where players will pay you to get the rest of the game unlocked.

Victory Road could be a game like that, if it was actually as playable as daytona.

Kevin Picone
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Posted: 2nd Aug 2003 20:17
Raven:

There all ambitious in terms of scope. As discussed previously DBpro etc set us up beyond the renderer, Giving everybody the freedom to focus on the next layer of problems. However the shear size of these types action of adventure games is what makes them ambitious. Moreover, players of these games have certain expectations now, even of clone.. To create these games require people with multiple skills, from programming / tool creation, world design, world/character modeling, texturing, music, sound fx etc.. So even to make a simplified TR clone would take a lot of time and effort.

In comparison, even a relatively new programmer could produce a couple of smaller / simpler games within the same time span.

While one has more 'coder brownie points' than the other, the latter is far more realistic.

What mostseem to misunderstand is that while these types of game are not every bodies taste. Producing simple, elegant software has seen indi developers like [url]www.dexterity.com[/url] achieve some astronomical sales figures, and not a polygon to be seen.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
HZence
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Posted: 2nd Aug 2003 21:25 Edited at: 6th Oct 2011 20:07
I have to agree with Kevin on that, and I don't think I need to elaborate. For the most part everything he mentioned has truth to it. Well put.
Shadow Robert
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Posted: 2nd Aug 2003 21:39
yeah but no matter if your game is in 2D or 3D... you still have to have almost the exact same things going into it.

just because these guys (www.dexterity.com) games don't use polygons doesn't mean that they're any easier to make.

you still have to design the games indentically... and where in the rules of using 3D does it say you must always use ALL three dimensions?

tekken is a perfect example really - it is essentially Street Fighter just in 3D ... there is no real difference, it is a 2D game only along the X and Y - giving the characters a 3D form doesn't automatically mean the game engine changes.

take Bamberman, that is so close to Bomberman ... its in 3D not 2D, does it mean it was any harder to program?
i doubt it. the collision was still done in 2D ... the effects were just models instead of sprites.

those guys have record sales not becuase thier games are simpler to make, or because its a very straight forward game - but because the games are enjoyable to play.
for people like myself, they just don't appeal - 5minute games are good for 5minutes, longer than that and they get boring.

but even thier games wouldn't sell if they weren't responsive enough, or that the graphics looked dodgy.
gamers want somethnig out of what they're playing, a feeling of achievement they also need to feel like the game works, not just stops and starts.

think it really is a different question to ask, "what shareware games will sell?" and "what shareware games would developers buy?"

because developers are doing it, why?
personally i make games because i enjoy having a game which actually challenges me ... something that is fun to play but doesn't take only 2minutes to click on and play.

really the best shareware game would actually combine the two, say a plug'n'play arcade game where you go around blasting everything in sight ... and a more tactical well thought out game which has the player taking hours on missions rather than minutes to complete a level.

very few games can pull that off - Wolf3D & Doom were such games, its why they were so popular.

Kevin Picone
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Posted: 3rd Aug 2003 22:14 Edited at: 3rd Aug 2003 22:18
It's all merely a question of accessibility. Games and App's are more accessible the broader the hardware based they can run on. Simple economics tells us that broader our audience the better the 'potential' return. To put that another way, we could be absolute gumbies and still get a return..

There is a vast difference between writing software that you like, and then trying to sell it.. To, identifying a need, and then filling that need.



Quote: "just because these guys (www.dexterity.com) games don't use polygons doesn't mean that they're any easier to make."



So are you seriously suggesting 2D and 3D are the same difficultly?.. Just because game play may appear to be upon a same plane, does not mean the set of problems this encapsulates are one and the same.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
Shadow Robert
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Posted: 4th Aug 2003 11:28
well actually yeah i am suggesting a 2D & 3D games are just as difficult.

think about it... most of thier games don't work on a per-pixel collision, all they're doing is a grid based collision checking ahead a boolean - either 1 is take or 0 is not taken.

when you start to develop 3D games which actually are in true 3D in the sense that you are within a total 3D world, suchas Quake or Tomb Raider then yes - the development would be harder than the 2D Counterpart.
However with a title suchas Tomb Raider the added difficulty is actually pretty nominal.

take a racing game for example ... say an F1 game.
do you believe that creating an F1 game in 3D is any more difficut than it is in 2D?

you are still controling the car on 2 Axis (as very few F1 cars will ever leave the ground) the physics you need are exactly the same.
The art might be 3D instead of 2D and the difficulty there is really dependant on your artist, personally i find it easier.
Collision - well again rather than being per-pixel based your effectively being based on the Square Topdown position (because as i said before you don't really need the Y axis for F1).
And you'd need to calculate the sliding collision the same way no matter what, different being rather than set interger points you have a floating point to work against.

around 7years ago before DirectX and OpenGL standard, i would've whole heartidly agreed that actual 3D in game was a huge undertaking - but with these APi's for the graphics it actually makes it no more difficult or easy than you choose to make it.
Especially when you use a prebuilt engine like DBP or DBGL.

you learn to look at 3D as a tool rather than a whole new step of where you game can go you'll find that in some cases it can be simpler. I mean particle effects in an isometric environment are a mathematical nightmare - throw them in a 3D one, they still bake the noodle but you don't have to convert positions from a theoretical 3D into 2D because it'll actually be in 3D
This isn't to say that people shouldn't use 2D because in the right hands it can be fantastic ... but using 3D properly is a bit like a car really, you need to learn about just what the hell your doing else you'll end up either running the engine into the ground or with a lawsuit from an angry ped you've knocked down.

remember the best solution in the development of a game is often the simplest one.

i mean if you were programming an addition function would you do

function Add( dwValA, dwValB )
local i as dword
local r as dword
for i=0 to dwValB : dwValA = dwValA + 1 : next i
r=dwValA
endfunction r

or just

function Add( dwValA, dwValB )
local r as dword = dwValA + dwValB
endfunction r

?
i mean really games development is simple logic of finding the simplest solution to a given problem. By simplest i don't mean quickest to develop neither... and as a developer you really need to think about what will be needed of the function a little later.
(a problem the OpenGL games suffer from is a lack of insight into what is needed from the functions)

just a case of sitting down and using your noodle...
so what if your developing a car game and you don't know anything about physics - as long as the player enjoys themselves your the only one who will know you haven't used real physics - unless it is blatently obvious, even then sometimes it can actually make a game much better (the Driver Series for example)

(^_^) games development is simple, its the trying to emulate other games which actually makes it a pain in the ass and difficult.

MushroomHead
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Posted: 4th Aug 2003 17:04
Actually I buy a lot of shareware (games rarely unlesss its outstanding) mostly development utilities or anything that will help me with my work. I always check for shareware availability and will buy commercial version only of there's no shareware equivalent.
Shadow Robert
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Posted: 4th Aug 2003 17:36
i get some shareware utilities too... but i can't remember the last time i bought a shareware game.

Killer Sponge
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Posted: 6th Aug 2003 14:00
i last bought a sharware game bout 5 yrs ago.... useful thing is shareware. Share tools, all the time, but i neva buy the tools, i crack um instead

Stargate: SG4's Legacy
David T
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Posted: 6th Aug 2003 19:48
My policy with shareware is: "If I can find it elsewhere for free, then forget it". I've only bought two things in shareware, Melody Assistant (as it was really cheap and was the only composing suite I liked) and CShop (as it was DB compatible).

With everything else I've found a free alternative.

And especially shareware games, I can't really see myself buying one in the near future. Often the graphics are sub-standard and its usually a sub-standard teris clone

I'm sorry if my response was a bit damning - but you asked for my views

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
tomazmb
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Posted: 6th Aug 2003 20:37
Hello,

I know what would make great success in selling shareware games - sex. I'm suprised that there are not many games of that genre in the market. As in film industry it's a common fact 'sex sales'.

Just my 2 cents.

Have a nice day,

Tomaz

Why some people take programming so seriously ?
Shadow Robert
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Posted: 6th Aug 2003 21:29
sex sells... but only primarily.
there is no time and time again factor that films like Lord of the Rings of Star Wars are capable of pulling in.

the only way to keep you players interested if by giving them a challenge - sure guys might buy a game for the breasts, but we're not about purely making money - its about having games that people want to play over and over.

Kevin Picone
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Posted: 6th Aug 2003 21:52
Raven:

Hmmm, Both Quake and Tomb raider used software renders. By definition they are both 2D applications. Although I'm interested to know what your think their 2D counterparts are ?

Anyway, In the right situation the game logic behind many games genres could indeed be roughly transferable between 2D and 3D viewed as 2D.

2D racing games as per your example come in various genres. Scaled Billboard styled "Outrun", "Turbo Lotus".. Rot Zoomers, "Wacky Wheels" and actual vector based. Translating the game logic from 'some' vector based games would be possible. This however assumes the software render and the hardware render work using the same rotational rules and axis directions. Which isn't likely..



David89:

Quote: " I'm sorry if my response was a bit damning - but you asked for my views "



erm damning ?, I'd call it common sense..

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
Shadow Robert
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Posted: 6th Aug 2003 23:08
just because they were created prior to OpenGL & DirectX doesn't mean they're not 3D.

back in '94-95 Software Rendered 3D was revolutionary simply because there was no 3D Hardware... sure both TR & Quake for OpenGL Rendering engines later, but the actual engines didn't change at all - just the rendering method.

just because a game does not use a 3D Accelerator Card to produce its 3D doesn't mean that it isn't 3D

the 2D Equivilant of Quake would be Doom (of course)
the 2D Equivilant of Tomb Raider would probably be, Prince of Persia

for car games... although Lotus was a Super7 style game, think about it the detection of what was going on around the car were the same.
although the actual rendering of what was going on, onscreen is different - you were still driving on a 2D course. Just because you car couldn't turn around doesn't mean that your not still calculating speed the same way - that your not trying to calculate the turning of the car within an arc based on speed.

(the only reason you couldn't turn was because the car could only reach a max of 35ยบ turning based on the tracks current axis angle being used as 0)

its all the same problems, just because you add the 3D element doesn't automatically mean - you MUST calculate this differently or even not have the same kinda of track design.
look at the Motorbike demo for DBP, the design for that would be great for a remake of Road Rash ... its still 3D but its doing that Super7 thing.

i don't see any reason for anyone not to use 3D to thier advantage and thing that somehow the game should be developed any differently.

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Posted: 7th Aug 2003 00:08
I would have thought that simply not using hardware 3d rendering doesn't make a game 2d, Quake and Tomb Raider are almost 100% polygons other than the odd dodgy plant and power up in TR. a '2d' eqivalent of Quake would be Doom, the level design restrictions mean its not true 3d and obviously the majority of objects were scaled sprites of sorts. Personally though I thought that games like Rise of the Triad and Duke Nukem 3d looked a lot more realistic than the original Quake engine because of the limitations of the extreme low poly models. Only with Quake II did I like the look of its engine At its heart TombRaider has always been a 3D interpretation of Prince of Persia and Flashback, so those would be my interpretations of true 2d versions of TR, certain games like Fade to Black were a halfway house, but still pretty polyful for the time

As for shareware, Yes I probably buy one or two stand-out shareware games a year, if I become really hooked to them, I am far less inclined to pay for shareware software, usually just cracking it quikly whilst searching for a similar free app, because mots apps I only use rarely. If any proves indespensible to me though, I will fork out for it

Yes, a GIRL who can really program! Not bad looking too hehee
David T
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Posted: 7th Aug 2003 00:16
Quote: "David89:


Quote:

I'm sorry if my response was a bit damning - but you asked for my views



erm damning ?, I'd call it common sense.."



I thought that as (I think) you're trying to sell shareware, and coupled with the fact that I've just totally slated shareware, you could have taken it a bit harshly. Obviously not, which is good.

You are the th person to view this signature.
GRAVITY: I fought the law but the law won
Shadow Robert
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Posted: 7th Aug 2003 00:30
hey cool i actually have someone agreeing with me ... thats gotta be a first

ya know i've downloaded the bike demo again source - gonna see if i can make a quicky Lotus (shouldn't be too hard... 69-))

Kangaroo2
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Posted: 7th Aug 2003 20:54
Hey Bunni That was a pretty intelligent post for such a pretty girl lol when did u get back hun?

Raven - I was playing Lotus the other day, an update would be cool, especially considering your prowess in modelling cars In fact I need to get back to you on that - I'll try and get you later on Yahoo Oh and btw I agree with what you and Bunni just said, they are 3d games if they are more polybased than sprite, and TR and Quake deffinitely were - to me, DOOM felt 3d, but actually wasn't

I often buy random shareware, if it holds my interest longer than the lifetime of the demo

Bunnies aren't just cute like everybody supposes, They got them hoppy legs & twitchy little noses,
And what's with all the carrots? What do they need such good eyesight for anyway?
Shadow Robert
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Posted: 7th Aug 2003 22:10
i'll see about reinstalling DBP 1.04.1 on my system under a second directory because 1.05.2 is great but there are alot of bugs with some older functions that were working fine.

different results on different systems, nice they all work now but with bugs across the board dependant on hardware - makes it more unstable a build (to me atleast).
probably have a crack att it later tonite once i have the old dbp installed ... really wish someone would make a decent IDE for dbp, GuyS is oki - but really its very lacking and the single instanceing and lack of compiler setups is very annoying.

M00NSHiNE
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Posted: 7th Aug 2003 22:26
The problem with being 16 is that you cant order software from the net coz you dont have a credit card or anything. So therefore when I get DBPro my dad has to order it etc, so i dont get any net software, or at least not often.

But if you are planning to sell your game as shareware, dont be discouraged by low sales. I read about a guy who made an RPG, in his first year it sold 7 copies. Over the following 7 years he sold 30,000 more. Not a biggie i suppose but still. If your game is good then you should do well. After all, theres companies who have successful businesses that have been going years by releasing nothing but mahjongg and solitare games.

"It's amazin' what you can do with a computer and access to t'internet"
HZence
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Posted: 8th Aug 2003 07:30
How your stuff sells is based strictly upon how you advertise. Knowing the right people always helps.

SW Games - www.freewebs.com/swgames

Yeah, I know, I only have one game. Yeah, I know it sucks. But I made it! Me!

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