Just wanted to post a follow-up on this thread regarding the part of the discussion about "old licenses like Dr Who" and how they may be dormant but that doesn''t equal abandoned/dead/unloved by the IP owner.
The BBC have just announced that they have resolved outstanding licensing issues and commissioned a new Dr Who series.
http://www0.bbc.co.uk/cult/news/drwho/2003/09/26/7012.shtml
Dan Marchant
Obscure Productions
Game Development & Design consultant
Startup strategies
Thanks for the heads-up. Interesting news...
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
After reading all of these replies, I think I`d like to elaborate a little bit on Indie/Pro route.
I`ve chosen that one. I`m going to a daily work not related to programming (I have an Economic UNI degree) and am working on the game whenever possible after I get home from work. It takes very much time if you`re the only programmer but it is worth it. What I`m counting on is online distribution - i.e. 3d games under 10 MB. What I didn`t count with is that just stupid testing took me 4 months ! I mean the game hasn`t changed, it just stoped crashing on different machines and it took me 4 months ! Not that it can`t crash now, it`s just that it works on all of those machines now. (Not that it crashed on my PC ever during those 4 months). This is just to illustrate that just creating the game itself is not the end of the process. That it works for you is far from working for others.
I`ve been presenting my Avenger game to several distributors and found out that you can actually get the game into retail. Next version of engine will of course have higher chances of getting into retail too. But the most important point is that you CAN create a game yourself and get it published, although not financed. But you`re young, what does a year or two mean ? You`ll learn VERY MUCH when your game is finished and prepared for launch compared to creating just simple demos which are faaar from final finished games.
Since I`m living in Eastern Europe, my monthly costs are far below those of USA or Western Europe. What does that have to do with games ? Simply if I sell 1.500 copies on Real.com of my game, I have money (from royalties) to survive whole year with my family during which time I can work FULLTIME which is different from now and can create several more games with existing and tested engine. So, I`d say that the first step is gonna be toughest.
VladR
Avenger game
I`ve chosen that one. I`m going to a daily work not related to programming (I have an Economic UNI degree) and am working on the game whenever possible after I get home from work. It takes very much time if you`re the only programmer but it is worth it. What I`m counting on is online distribution - i.e. 3d games under 10 MB. What I didn`t count with is that just stupid testing took me 4 months ! I mean the game hasn`t changed, it just stoped crashing on different machines and it took me 4 months ! Not that it can`t crash now, it`s just that it works on all of those machines now. (Not that it crashed on my PC ever during those 4 months). This is just to illustrate that just creating the game itself is not the end of the process. That it works for you is far from working for others.
I`ve been presenting my Avenger game to several distributors and found out that you can actually get the game into retail. Next version of engine will of course have higher chances of getting into retail too. But the most important point is that you CAN create a game yourself and get it published, although not financed. But you`re young, what does a year or two mean ? You`ll learn VERY MUCH when your game is finished and prepared for launch compared to creating just simple demos which are faaar from final finished games.
Since I`m living in Eastern Europe, my monthly costs are far below those of USA or Western Europe. What does that have to do with games ? Simply if I sell 1.500 copies on Real.com of my game, I have money (from royalties) to survive whole year with my family during which time I can work FULLTIME which is different from now and can create several more games with existing and tested engine. So, I`d say that the first step is gonna be toughest.
VladR
Avenger game
VladR My 3rd person action RPG on GreenLight: http://steamcommunity.com/sharedfiles/filedetails/?id=92951596
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