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Game design / How many rooms?
« on: May 11, 2009, 01:46:48 PM »
Hi all,
I'm just a hobbyist and new to adventure gaming, so I'm not sure if this question's been answered before, I tried searching but only retrieved vague answers. It would be nice if some veterans would be able to gauge the amount of effort required and provide a specific answer.
I'm planning to take about 6 months - 1 year creating an adventure game all by myself - composing all the music, doing all the scripting, and creating all the graphics. I'm really tempted to go 2.5D but I figured having to touch up the renders would become a chore enough, so I couldn't even begin to think about exporting for the .x format.
I want to be able to sell the game for $8-12, so it has to be relatively short (3-4 hours), so I can concentrate on quality.
The question is how many rooms would a game in this range have? Right now I have 16 rooms all mapped out but there will be back-and-forth and I read that having to pass through a scene many times is a big no-no. Then again I have more experience with rpgs so I think of the rooms as town locations so there wouldn't necessarily have to be a puzzle to unlock each one, only in the 'dungeon' (puzzle-solving) locations. I plan to execute everything simply through various ways of inventory manipulation, so a big portion of my game design involves special objects - one-time use, reusable, etc. in various combinations.
It seems there are quite a number of industry professionals here so this forum's pretty quiet since everyone else besides myself seems to know what they're doing. Thank you for your time ^_^.
I'm just a hobbyist and new to adventure gaming, so I'm not sure if this question's been answered before, I tried searching but only retrieved vague answers. It would be nice if some veterans would be able to gauge the amount of effort required and provide a specific answer.
I'm planning to take about 6 months - 1 year creating an adventure game all by myself - composing all the music, doing all the scripting, and creating all the graphics. I'm really tempted to go 2.5D but I figured having to touch up the renders would become a chore enough, so I couldn't even begin to think about exporting for the .x format.
I want to be able to sell the game for $8-12, so it has to be relatively short (3-4 hours), so I can concentrate on quality.
The question is how many rooms would a game in this range have? Right now I have 16 rooms all mapped out but there will be back-and-forth and I read that having to pass through a scene many times is a big no-no. Then again I have more experience with rpgs so I think of the rooms as town locations so there wouldn't necessarily have to be a puzzle to unlock each one, only in the 'dungeon' (puzzle-solving) locations. I plan to execute everything simply through various ways of inventory manipulation, so a big portion of my game design involves special objects - one-time use, reusable, etc. in various combinations.
It seems there are quite a number of industry professionals here so this forum's pretty quiet since everyone else besides myself seems to know what they're doing. Thank you for your time ^_^.