Mike Z on the cost of making (fighting) games

There has to be a better term for indie like shoe string budget, made in free time and indie devs that use publisher/investor funding.

Why did you said this btw?
“You don’t need to be using 10+ hurt boxes on a some cells of animation of standing when you could use 3 to 6 hurtboxes quite a bit of the of animation if not all.”

I think they could cut costs far more than they are doing now, but that would require them to compromise their vision of the product. I’m generally in favor of this sort of compromise, but it is clear that Lab Zero is not.

So I suppose my position is that you CAN make fighting game characters for less, but they might not be able to because of the restrictions they have adopted. A linked post up above includes the following line, “THEN we look at Squigly. What a lot of you arent realizing is that she has MULTIPLE STANCES. What does that mean? TWICE THE ANIMATIONS.”. So, okay, that character is going to be very expensive, there’s no doubt about that. I would question if you need that character to have multiple stances that require so much additional animation, especially if the project is already resource-strapped and animation is so expensive.

If certain decisions were made earlier (not having so many frames per character, not having a 3-character tag system, fewer specific vocal drops, etc.) then their costs would be lower… but the product wouldn’t be exactly what they envisioned. In some ways I admire them for sticking to the plan, but I don’t think it made much sense from a production standpoint. Luckily, they have great fans who are willing to pay a premium to get their product.

His definition isn’t wrong. A Second party game still isn’t an indie.

Agreed. Just look at the IGF, where you have games made by a single person in a garage and other games with $3m+ publisher deals.

Can’t you read you’re just trying to make it run in circles.
Answer my questions.

How many Hurt boxes you think there is Jojo’s or SFA2?
I don’t know

Do you know what a push box is or “Osi box” and what function a box like this has?
Player Collision

And for the 3rd time, less hitboxes, at some extent, doesn’t translate at less money. Skullgirl’s hitboxes are fine how they are.

Squigly is like 1/4 or 1/3 complete before they ask for crowdfunding hence why she needed 150K vs 200K for the others, she is still the cheapest to fund at the moment because of this.

Therein lies the problem

Less boxes = less time = less money spent on the contractors or you can do it yourself since there is less to do.

The push box plays more in role with cross ups than hurt boxes as it is the height you can do the cross up and where the sprite will land when you jump is determined by the center axis of the sprite which if you’re even a sub-pixel across the sprite it will count as a cross up and make the opponent have to block in the other direction. But also the push box is used as the grab box for a character Capcom started doing in 1996 while Guilty Gear been doing it since the get go.

As for many Capcom games they used very few hurt boxes the number 2 to 4 even on their Naomi games like CvS2.
Fighter’s History Dynamite used few as well.

That makes sense, but it still doesn’t change the fact people consider Journey an indie game and all of it’s awards were within the indie category.

My disagreement with their production isn’t limited to the crowdfunding, it has more to do with the project as a whole. A character that required that much work probably should’ve been killed in the preproduction phase, but now that they are where they are, it makes sense that they would finish the work they already started.

ha i guess it was only a matter of time before “indie” just became a marketing term as its become in the film and music industry. you should probably just get used to its diluted meaning lol

On another note, one character is costing 200k, Skull Girlz has 9 characters I believe, so 1.8 mil. The game was made on 2 mil. I’m not sure I understand the math behind this. That only leaves 200k for quite a bit more, like backgrounds, interfaces, music, programming, marketing and so on.

You still have to put hitboxes on every frame of animation. And drawing the hitboxes per every frame doesn’t take them more than 3 min each.
The point is, that they’re paying $2000 no matter how long does it take, or how many hitboxes they draw. The numbers I posted were the average time they spent doing and testing the hitboxes per EACH character, even if they did it with less hitboxes, if the test and the gameplay is fine they’re getting paid $1000 each anyway (cause they were 2).

That’s what contracting is all about, you pay someone to do a certain job within a certain deadline, cause you don’t have the time to do it yourself or your worktime is more valuable to be spent doing something else.

You’re just doing it wrong if you can’t copy and paste or select the number of cells it should apply to.
Hell the editors I used worked on the arcade controls I couldn’t give a guesstimate with a mouse and have it work.

It’s a fighting game, all characters require that much work.

Also, I believe that guy is mistaken. Squigly will be stance like GGXX Johnny, not stance like SFA Gen.

*7 characters, Filia was more or less complete before they were picked up.

It’s on their Indiegogo crowdfunding…

"No doubt you’ve noticed the surprisingly large sum we’re requesting to finish Squigly. Believe it or not, this is actually cheap for a fighting game character, and the only reason it’s even this cheap is because she’s already partially complete, and our staff have volunteered to take pay cuts to try and increase the odds of meeting our goal.

For comparison, Skullgirls’ budget was around $1.7 million and, since Filia was complete at the time of signing, that covered production of the last seven characters."

Mike, before the publisher had Filia and the engine done, as you can see on some videos around the internet where he shows the game in various tournaments.