Mike Z on the cost of making (fighting) games

Probably they do copy and paste some of the hitboxes in between the frames of animation. But it doesn’t change anything that much in the long run.

What does bug you about them?, if may ask

I said it already. You’re just proving you don’t read all of a post.

They only need to pay these cost once for the initial 8

$20,000: QA Testing

$10,000: 1st Party Certification

They will have to pay this each DLC character funded

And they didn’t need to pay these at all

$10,500: IndieGoGo and Payment Processing Fees

$20,500: Manufacturing and Shipping Physical Rewards

For the console release

The last 2 cost aren’t calculated for all goals, this what they calculated for the initial $150K I believe.

Even if this is true, it’s kinda insignificant when it only uses approximately 1% of their budget.

Welp, is not that I haven’t read it, it just doesn’t make sense.

Funny, you’re taking so much offense to this criticism.

Not all fighting games are the same. Some require more work than others. Vanguard Princess characters require less work than Skullgirls characters which require less work than Injustice characters. It’s all a matter of scope.

Okay, that makes more sense.

Doesn’t help Sugeno used to work on the animation team for Capcom on CvS so sprite making wasn’t new or foreign to him but a normal job. He didn’t have to cut up the sprites to work as 16 by 16 blocks like he had to with CvS.

Sugeno used a pre-existing engine which I’m sure saved some time.

Peter Bartholow, CEO of Lab Zero’s definition of being indie

"I mean, we don’t have any money. That’s pretty indie, right?

We don’t have an office, and are all working from home. That’s totally indie.

Actually, the best thing I’ve been able to come up with that distinguishes an indie studio from an independent studio is whether or not they have dedicated IT staff.

While I did come up with this at the bar with one of the Skulls of the Shogun programmers, it basically boils down to this: if you need full-time staff to maintain the company infrastructure, you’re no longer small enough to be “indie.”

And to that I’ve said that they were fine. But your mainly bug about it is the cost, which I replied, that is like a fixed amount for doing hitboxes on 1 character no matter how long it takes. They went with $2000 again to work with the same reliable people who worked on the previous characters.

The staff chose to be paid less so they can pay the same amount to the contractors.

Yeah, sending out data that is part of the game’s balance is not part of why I’m against it just the money.

I fucking laughed at “Independant” being underlined. It’s as if you really don’t want people to take your opinion seriously. At least please é it up

Skullgirls took $1.7 million to make, not 2.

EDIT:
Also, one point a few folks are missing. According to Seth, Haunts and Dave Lang, the cost per character that Lab Zero has quoted is apparently, to quote Haunts, “a steal.” So imagine then how much Capcom, et al. are spending on their characters.

Man I don’t get it. They’ve broken down the costs over and over. There are legit articles directly stating that this price is well below average per character for a fighter. They’ve detailed their process on how they create characters in such a way that wastes very few animations. They even stream themselves working on the game.

Yet, people still question the cost? There’s not even an excuse to be uninformed at this point since there’s simply so much information out there.

There are barely any games that don’t adhere to “save-state” design. It’s one of the defining features of the medium and is part of what separates it from, say, film. Any game that doesn’t involve some kind of restart (no lives, no saves) is seen as a curiosity and are far and few between. In fact, I don’t think there are any games that are free of some notion of restart.

What you’re looking for is a design that embraces restart with few repercussions, which wasn’t designed to rope in the gaming ignorant and stroke their egos for easy cash. The game is an homage to platforming (how effectively it accomplishes that is up to debate), and the reason why it’s held so highly among the masses is that reviewers flaunted the game with the usual ‘indie’ buzzwords like “Tough as nails!” and “Old school graphics,” which, naturally, attracted a lot of people who didn’t know any better.

You see a lot of games taking after Cave Story’s pixelated aesthetic because a lot of new game designers grew up during that era and are now just coming of age to be able to create something culturally significant. So their childhood gets expressed through these games. Eventually, it becomes a marketable style, and the cycle begins anew. I have to admit, though, Meat Boy’s visuals like really ugly up close.

I’m talking about what happens when people play games on emulators and re-roll 5 seconds backwards for every mistake they make.

These are not “homages” but COMPROMISES. They make 2D platformers because it’s technically the easiest genre to make, both in graphics and mechanics. (That doesn’t mean that making a good 2D platformer is easy, but almost no one knows good from bad anyway.)

To make the next Deus Ex you need a huge budget and a full team and even then it may not be enough. To make a bad 2D platformer, one guy in a garage is more than enough. This is why so many “indie” games are 2D platformers and none are Deus Exs.

So yeah, it’s totally logical that a single SG character costs more than the while game of Super Meat Boy. After all, 1 little diamond is worth more than a 1000 pounds of shit. :slight_smile:

shmups are way easier to make than 2d platformers

People are stupid. It’s a pity that the end of the world has been cancelled.

E.Y.E: Divine Cybermancy was a Deus EX-like FPS RPG and it was made by a French team of 12 with a low budget. It turned out well all things considered.