JocelynKosovar
tokugawa
JocelynKosovar

I just realized something.

Interesting points:

Yeah just like how Megaman got sued by Tezuka Osamu for ripping off Astroboy, I guess. Oh wait.

Honestly, I think any experienced project manager/producer would probably sweat when having to squeeze a project like this into 900k$. Thankfully, the 900k$ appears to only cover (partial?) production costs (i.e. actual creation of game content and programming), and not pre-production (game design, concept art,

True that... however, I do not think you get any decent QA for a commercial-grade project done for anything less than around 700$. QA is an often-underestimated cost factor (that even publishers sometimes totally forget). The costs multiply with each platform supported too.

Pretty sure those cover QA costs too. After all, developing for each additional platform is a tremendous QA effort. It's not unreasonable, really. Especially since investing in good QA pays off in that you don't need to repeat the submission process if Nintendo/MS/Sony detect major bugs in the master submission

Well, I have nothing to hide, so here is my list of projects: http://www.chrischiu.com/index.php?page… (it's 8 because on two of them I did very little than some additional programming). As I mentioned, I worked for a studio that made (mostly) budget games, some of these projects I was involved in took half a year to

I think they would. But then I only have console development experience for four years in 6 projects with 2 of them as lead programmer.

You do know that licensing, purchasing devkits, and submitting gold masters are all pretty expensive processes in console development, right?

How about throw down BEFORE to help reach the Wii U threshold?

Comparison... I've worked as lead programmer for a game (Wii shovelware, unfortunately) with exactly that budget, that included a smaller team than that, and over 8 months of development time with probably a comparable scope. And in my book, for a quality game, it could have been easily double the budget.

900000 is nothing. It's a shovelware game budget. So even for such a game, that's a really low budget.

Spring, crouch, look around -> just control issues. If it works on a touchscreen-only device, why shouldn't it on a touchscreen+buttons+stick+dpad device?

Not to mention, Minecraft originally is a Java program anyway, so it's platform-agnostic anyway.

Tales in general is supposed to have quite a lot of puzzles, and I thought up until TotA they did. Later they only had SOME box pushing puzzles, which Xillia also reduced to just a few anymore.

It's essentially a "3DS Minus". A 3DS with some features cut. But since you can't really market something as "Minus", and it's also not really "Lite" and the "3D" would be misleading, it makes sense to call it 2DS.

The DS is not as powerful as the 3DS and also doesn't run 3DS games.

After a few years with very little escort titles (as even the studios that usually do the escort titles such as the Tales of the World series were doing PSVita remakes of mothership titles) it's time for another non-main Tales.

You can safely ignore the escort titles. Namco still produces mainline titles at a fast pace despite little escort Tales games sprinkled in between.

There have been backpacks in Lego forever... they essentially are put between the upper body and the head. I think the oxygen backpacks of those space guys worked the same way.