How much would it cost to have a game programmed?

I know this is a difficult question to answer without knowing specifics, so I’ll try to do what I can to narrow down the parameters.

The game I’m creating is similar in gameplay to “Jetpack Joyride” but it wouldn’t have the “slot machine” or as many upgrades in the store.

It’s basically an endless runner with about 4 gun upgrades… 4 character upgrades… a store where you purchase the upgrades… 3 different types of enemies… 10 “missions” …coins …and 6 or so “hazard” objects.

I want to have a decent amount of animation on the characters, too… which I would provide all of the necessary “states.”

Is there a “ballpark” that anyone can offer?

If you do not wish to have your rates published, you can e-mail me the quote:

christianhaley@mac.com

I’m a professional matte painter / environment artist / concept artist for the film industry. The graphics for this thing are going to be pretty intense. [import]uid: 87109 topic_id: 17085 reply_id: 317085[/import]

What devices do you want this app to run on? iOS or Android? Tablet or phone? All of the above?

What about background music or sound affects? Will you be providing those?

Are you aware of the limits on sizes of images and amount of texture memory that you can use in an app? That may put some limitations on how the finished product will look.

I’m not trying to get this work, just offering some things to think about. [import]uid: 67839 topic_id: 17085 reply_id: 64165[/import]

Definitely IOS / iPhone. Android & Tablet would be nice as well, but not necessary.

I’m providing everything. music, sound fx, graphics, and animation.

I am very new to games, but I have been researching graphics optimization and have a decent understanding of what needs to happen. I’m sure I’ll develop a workflow that gets the job done.

Currently, I’ve been prototyping the game in GameSalad and with the graphics… I’ve been running the “posterize” adjustment in Photoshop… which knocks the amount of color back & then using the “save for web and devices” feature which optimizes it a step further.

I’m also splicing the images up into sections instead of tossing in a giant image. GameSalad uses the “power of 2” image size system, so I’ve been mindful of that as well.

Thanks for bringing this stuff up. Like I said… I’m new to this so ANY bit of help / advice is appreciated.

[import]uid: 87109 topic_id: 17085 reply_id: 64172[/import]

@christain,

this is a something that you will *not* get a very accurate figure for when you ask a range.

There is a varying degree of expertise in the developers and the experience of the developers. However, you might get a beginner that can charge you 10K and you may even have a vetran charging you 10K.

the question is what is important to you and how much is your budget, there are some very good developers I have seen as I have helped quite a few resolve some minor issues, they might not have a lot of apps to their credit, but they are on the dot with what needs to be done and there are some unfortunately that charge a lot and have no clue on what needs to be done and turn out to be the copy/paste developers that use code from various portions of the forums.

so when you contract, bear all of this in mind and choose accordingly. Check despite the developer having several apps, if they can do what you want to get done.

cheers,

?:slight_smile: [import]uid: 3826 topic_id: 17085 reply_id: 64173[/import]

Thanks Jayant… That makes total sense. [import]uid: 87109 topic_id: 17085 reply_id: 64180[/import]

As a sidenote… My credentials can be found here:

http://www.imdb.com/name/nm1677412/

[import]uid: 87109 topic_id: 17085 reply_id: 64181[/import]

More FYI.

The coronaSDK only supports 32 bit images. Some of things you are doing to optimize your images might not work or the image might still get treated as a 32 bit image even if it’s stored in another format.

In app purchases are not supported on Android yet. [import]uid: 67839 topic_id: 17085 reply_id: 64191[/import]

Now that you mention it… The Photoshop “save for web and devices” setting defaults to PNG 24 bit. …I’ve been using that pretty religiously.

Thanks man… I’ll start to experiment.

[import]uid: 87109 topic_id: 17085 reply_id: 64193[/import]