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Battle of Brothers: A Video Game Programming Duel

battleofbrothers.com

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Re: Battle of Brothers: A Video Game Programming Duel

#21
post #4

I love this. If you want any art to start off with, CodeCombat has a bunch of vector stuff that's open source and are always adding more: http://codecombat.com/editor/thang We also have a few music tracks we've commissioned that are Creative Commons if you're interested, like http://codecombat.com/file/music/music_level_5.mp3

Someone posted this on /r/Startups a few days ago: http://www.reddit.com/r/startups/comments/21s1e0/massive_che...

Re: Battle of Brothers: A Video Game Programming Duel

#22
post #19

Earlier quoted context omitted.

We did, but in the end this has to be treated as a business. All aspiring game developers have a fear of quitting their jobs, so money is probably the most important benchmark for anyone else who would try this out. And we have an agreement not to go into shady/unethical IAP territory, so we should still be proud of the final products.

Do you feel all in-app purchases are shady? Or just the 'pay to win' types?

Not at all -- they are a necessity. I just feel that some developers implement them tastefully (map packs, new characters) while others are only focused on money. I'd like to offer IAP's that look like a mini expansion where at least a solid amount of dev effort is recognizable.

Re: Battle of Brothers: A Video Game Programming Duel

#23
post #13

Earlier quoted context omitted.

Yeah, just game specific costs. Art, sound, music, tutorials, etc

What happens if one brother comes in under budget? What happens to the money left over? You should be able to take your remaining budget and count it as profit.

If you come in under budget it won't help. The reasoning is that we should each be encouraged to experiment. One of us may go heavy on the art while the other focuses on marketing. Either way, there should be no punishment for trying as much as you can within the rules.

If one of us goes over, that will count against the final profit.

Re: Battle of Brothers: A Video Game Programming Duel

#25
post #10

protip: (Note I am not really pro) Don't spend a year making one game. Make as many games as you can in a year.

Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business.

Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.

Re: Battle of Brothers: A Video Game Programming Duel

#26
post #24

I subscribed to the two blogs. Anyone know why certain blogs only syndicate post samples? It's annoying when you are using an RSS reader and find that you have to open up your web browser (especially annoying on a mobile phone) to read the full post.

It's a decision by whoever writes the code for the xml feed of a site. Most of the time short snippets in the xml feed are meant to tease you so you visit their site.

Re: Battle of Brothers: A Video Game Programming Duel

#28
post #25
post #10

protip: (Note I am not really pro) Don't spend a year making one game. Make as many games as you can in a year.

Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.

You are assuming quality is correlated with it being a hit, this is not true at all. Thinking of Flappy Bird as an obvious example.

Re: Battle of Brothers: A Video Game Programming Duel

#29
post #25
post #10

protip: (Note I am not really pro) Don't spend a year making one game. Make as many games as you can in a year.

Actual business advice: one really good game is better than a thousand OK ones. Gaming is a hits based business. Making small games and prototypes may be helpful for learning code and game design since there is more experimentation in the early stages of a project. But there's lots of things shipping a larger project will teach as well.

it worked well for jennifer: http://jenniferdewalt.com/
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