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Old 09-20-2008, 06:13 AM   #41
SoulOfTheFlame
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Originally Posted by Joborule View Post
I'm in my first year at UofC to attain a Computer Science degree towards video game designing. I hear a lot that excel is a big requirement for many games. How exactly this the case? I could understand for coding like character attributes, but how does this apply with AI amongst other things (if at all)?
Actually, I've used excel spreadsheets a lot over the years. Here's the main way:
Excel sheets can be used to create strings and/or balance numbers, and then fed into database software (we use it loads in the MMO industry, lots of numbers to balance).
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Old 09-20-2008, 06:15 AM   #42
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Get the eff outta here! Nice find.

Buyer beware...

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However, while the new title is derived from the original video game series, Al Lowe (the creator of the series) has not been involved in the making of a new title since Leisure Suit Larry 7: Love for Sail!
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Old 09-20-2008, 06:24 AM   #43
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Thanks SouloftheFlame for taking the time to answer questions from us unwashed masses.

My question has to do with the cost of creating a game. For myself, I plan on growing my graphic art/website business until I can start using the profits to start investing in creating a game. This may not be the most traditional way to do it, but my game ideas have a better chance of being implemented if I own the company.

To create a simple Nintendo DS game, how much money should the company be prepared to invest? What about a Playstation 3 title?

I've heard developers say starting out making games with Adobe Flash is the best way to showcase your creative talents, but that was more to do with a company buying your idea and running with it.

There are tons of Flash games out there, barely any of which make money.

My plan is to start out small, creating little $5 games you see in discount bins in Wal*Mart, then over time, using the resources and engines created for those games to make bigger and more ambitious games.
I think the best markets right now are Wii Ware, Playstation Store, and Xbox Live Arcade. Flash games are also a good growth market for small teams.

Here's the thing... If you intend to make a cheap, C grade game for the 5$ bargain bin, you get to give 4.75$ of those 5 dollars to Wal-Mart, Publishers, and Distributors. If you distribute digitally through Sony, Microsoft, Nintendo or others, you get to keep roughly 50-70% of your sales.

Chances are you'll also be able to make a better game, MS XNA provides excelent resources to get started with, for example. If you do build a better game, you're more likely to sell more games in the future. This is what we industry types call "building a brand".

Flash is also a good option.

I can't give you exact DS figures. I've never worked in handheld gaming.

Wii Ware, Playstation Store, and Xbox Live Arcade games could be built for anywhere between 5k to 150k. It's all in what you spend your budget on.

Take a look at Braid (Xbox 360) for a higher budget, but ultimate quality example.

Flash are the cheapest, but the market's more flooded.
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