D-Pad said:Getting an iTouch for this game-- I don't need to pay any subscription fees do I? Just buy the iTouch, and then pay for the game and that's it? That's how I'm interpreting the info I'm getting.
I need this game. It's been so long since I played a good micro-management game, let alone one that's about making video games!
Emerson said:How exactly do I ensure I get hits? I developed for the Game Kid and PS for ages and never managed to get scores higher than low 20s.
Emerson said:So prioritize the Fun rating? That could be where I went wrong. I tried to keep all the values relatively even. Most of my games shipped with ~40 points in all the categories.
john tv said:Does the genre itself have that much of an influence? I made a convenience store music game (Conbini Rock) that sold 14 million copies ;p
My last three games have sold over 30 million each, and I've swept the awards three years running. Can't stop playing.
True, but there's plenty more great games he can check out once he's pulled the trigger. Every system has that one game that forces your hand.Pikelet said:Yeah thats right, but man you must be made of money. I mean, the game is fun but it is in no way worth it to buy the hardware just to play it.
They unlock in a lot of different ways, I think. From training, or just making games in other genres, to types of advertising you use. You have to try out most stuff to unlock them all.Emerson said:Thanks for the guidance. A last question: how do people unlock genres like Online RPG and stuff? I get Types through training and have seen some new genres randomly, but not many.
Emerson said:Thanks for the guidance. A last question: how do people unlock genres like Online RPG and stuff? I get Types through training and have seen some new genres randomly, but not many.
Pikelet said:Yeah thats right, but man you must be made of money. I mean, the game is fun but it is in no way worth it to buy the hardware just to play it.
I am going to guess it's more random, or maybe there are weird conditions for unlock, because i unlocked online rpg pretty early (snes era, if i remember correctly. i am at iteration 6 of my mmorpg and the game box is just about to come out).LCfiner said:Online RPG comes way late in the game, anyway.
criesofthepast said:I kind of want to make a sequel to this game myself. I (as well as a lot of us in this thread) have so many ideas on making this the best game ever. It's a great game as is but room for improvement is huge.
I do iphone development so maybe I'll write down some ideas and see if it's something I'd like to do early next year (currently working on something else).
But I hope the developer does make a sequel or update soon.
Haha. "Grand Trismo" was one of my first games, but that was before we got big. It was either PC or MSX (or whatever the MSX is called in this, I forget), and it only sold 92,338 copies.Ether_Snake said:Oh and ALL the games I make now are #1 and HOF. I could keep making sequels but I'm having fun making mostly new games, with a sequel here and there. My top selling game was Grand Turismo (motorcar or some such and simulator). 19m copies!
I guess that's my problem, haven't fired people. Second playthrough will be better.Pristine_Condition said:This isn't bragging, but I'm having a hard time believing you guys aren't regularly selling 25M+ units of your games. I'm on my second play through now, but I was getting 24M+ regularly after Year 13-14 on my first play through.
You guys have to be more ruthless with firing people at first. Only when you get somebody good do you start piling the training on. And yeah, outsourcing rocks.
I have no idea how to get a hardware engineer though. Dude never showed up in hiring. I'm going to figure it out this time though.
I'm doing extremely well right now too (30M+ per title at this point), but I do wonder if you can do this every time or what? I've pretty much got a formula down now that works on almost every game. The only time I run into problems is when power outages occur, or someone else releases a similar game before mine is out. I also did a shit-ton of sequels (probably 4 or 5 for every 1 original IP) and stuck to platforms that did well in the real world (in other words no NEC consoles, no Virtual Boy, no Sega hardware because they always tanked in Japan). I advertise on the moon for every game, I outsource a lot of stuff to the most expensive contractors, never use the same people on two titles in a row, I hire new people every 4 or 5 games, etc. etc.Pristine_Condition said:This isn't bragging, but I'm having a hard time believing you guys aren't regularly selling 25M+ units of your games. I'm on my second play through now, but I was getting 24M+ regularly after Year 13-14 on my first play through.
You guys have to be more ruthless with firing people at first. Only when you get somebody good do you start piling the training on. And yeah, outsourcing rocks.
I have no idea how to get a hardware engineer though. Dude never showed up in hiring. I'm going to figure it out this time though.
Pristine_Condition said:I have no idea how to get a hardware engineer though. Dude never showed up in hiring. I'm going to figure it out this time though.
That's why I wish you could do multiple projects at once - more room for problems, more stuff to manage - could make the game get super interesting!AstroLad said:the game gets pretty much super-easy after the beginning. so much so that it's basically sandbox mode. stopped counting my GOTYs and money (trillion?). my only major gripe with the game -- i wish the very early difficulty where you have to make some tough decisions scaled throughout
Good idea.Ether_Snake said:Dude, if you do iPhone development, make the same game but about movie production. It basically writes itself, and I bet it would be a big hit. If you want to make money you can outright copy it and just make it about movies. That's how Gameloft makes money anyway (they copy all Blizzard games).
But if you do other types of training you unlock other types of games that you can make, so you may want to start changing up the way you train if you want more genres.criesofthepast said:I'm getting 30,000,000+ sales now for every game. :/
Use a hollywood agent to hire a bunch of hackers and make them all level 5 and you are pretty much set. I also do the "anime" $70,000 training because it raises every stat and is the best bang for the buck.
Shit didn't know that! I need more genres. And I should probably real the manual too.Fantastical said:But if you do other types of training you unlock other types of games that you can make, so you may want to start changing up the way you train if you want more genres.
Don't worry, I didn't know either until I read it on GAF. I wish the game's tutorial introduced the smaller features of this game. I mean, I understand most of the game, but I feel that casual players might not.criesofthepast said:Shit didn't know that! I need more genres. And I should probably real the manual too.
Fantastical said:Don't worry, I didn't know either until I read it on GAF. I wish the game's tutorial introduced the smaller features of this game. I mean, I understand most of the game, but I feel that casual players might not.
EDIT: What am I saying, the game has no tutorial.
AstroLad said:the game gets pretty much super-easy after the beginning. so much so that it's basically sandbox mode. stopped counting my GOTYs and money (trillion?). my only major gripe with the game -- i wish the very early difficulty where you have to make some tough decisions scaled throughout
I don't fully understand hacker stats - they don't always make sense. One of my hackers has crazy stats, yet if I give him one of the boosts or have him do graphics or music, even with the high stats, he barely delivers.Pristine_Condition said:HAve you noticed guys hitting the wall late in games, like hackers who were lighting up huge numbers in development become really ineffective (like single digits) suddenly?
I wonder if that means I need to give them a different job type...or maybe I'm on the wrong console platform...
I feel the same way. Stupid Walt Sidney. :loljohn tv said:I don't fully understand hacker stats - they don't always make sense. One of my hackers has crazy stats, yet if I give him one of the boosts or have him do graphics or music, even with the high stats, he barely delivers.
you need a hall of fame game.chespace said:How do you do sequels in this game?
There are no option choices for it other than "New Game" and "Contract".
Highest selling game so far is my fantasy RPG "Drop of God" on PlayStatus at 2.5 million units.
Kind of screwed up a lot in the beginning so this is my test run. Year 16 and barely able to crank out the AAA titles.
You need 32 (?) points or higher review scores to get into the hall of fame.chespace said:How do you do sequels in this game?
There are no option choices for it other than "New Game" and "Contract".
Highest selling game so far is my fantasy RPG "Drop of God" on PlayStatus at 2.5 million units.
Kind of screwed up a lot in the beginning so this is my test run. Year 16 and barely able to crank out the AAA titles.
This is really the only reason I hired Mr X: he started at level 5 on his first job already, shortening the process a bit.johnsmith said:Get someone to level 5 in every job and you'll unlock the hardware engineer job.
Yeah, the first time I won the grand prize is when I realized all the money in the game was displayed in thousands, as in I had (say) $2500K" in the bank, so an extra million wasn't a huge deal.Fixed2BeBroken said:it's impossible it seems to be a multi-platform developer unless you win that grand prize award and get a million dollars. In fact, has anyone won the grand prize yet?
In a pinch? I just use the boosts _all the time_.LCfiner said:also, it's not a bad idea to buy the "FunBoost" item from the salesman. in a pinch, you can use it to add some extra fun point. I can get between 15 and 35 extra points when I use it. (uses 30 or 40 research points)
SmokyDave said:At the end of all this though, Smoky Studios has $850 million in the bank, 35 HoF games (including 2 40/40's) won GoTY 3 times, and my biggest seller, Clungeon, moved over 50 million units.
RedShift said:http://www.bbcamerica.com/media/392/gallery_simon_jay_590.jpg[IMG]
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Clungeon was the fourth game in my very popular series of dungeon crawlers set inside vaginas...
Dungeon Minge (10 mil sales)
Mingeon (30 mil)
Dungeon Clunge (20 mil)
Clungeon (50+ Mil, GoTY)
All of my game titles contained slang for male or female genitalia. I'm 30 years old, man :(