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#3080674 - 08/26/10 08:52 AM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]
Recklezz Offline
Junior Member

Registered: 08/13/10
Posts: 70
Loc: wherever I might be that day
I'll buy it 2 times... and for my grandma as well as long as you keep working on it smile

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#3080710 - 08/26/10 09:42 AM Re: Welcome to Afghanistan - A developers diary [Re: Recklezz]
malibu43 Offline
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Registered: 02/28/07
Posts: 944
Loc: Belmont, CA
Assuming I have something capable of running this sim, I'll buy for sure!
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#3080729 - 08/26/10 10:12 AM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]
Raptor9 Offline
Member

Registered: 11/28/09
Posts: 166
Yeah, those Medal of Honor trailers look cool and all, but they're all flash and no substance. And besides, real Apache crews would never fly so close to engage. They'd shoot themselves down with those rocket salvos. And in today's wars, if you hover, you're dead.

Any kid can fly a helicopter in a first-person shooter with an XBOX controller. It takes a man to fly a helicopter in a simulation with a full control set and keyboard...I guess, lol

And to be fair, I'm planning on buying MOH anyway, but I'd gladly trash it for Combat Helo. I have a feeling Combat Helo will be one of those games that comes out of nowhere and soars in popularity.

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#3080845 - 08/26/10 12:11 PM Re: Welcome to Afghanistan - A developers diary [Re: Raptor9]
Recklezz Offline
Junior Member

Registered: 08/13/10
Posts: 70
Loc: wherever I might be that day
Rich, are you willing to give us an insight about how much making a game like this "costs" in terms of engines, tools etc? Not even to speak about the amount of time you guys put in it?

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#3080914 - 08/26/10 01:52 PM Re: Welcome to Afghanistan - A developers diary [Re: Recklezz]
Flexman Offline
Member

Registered: 10/11/99
Posts: 1258
Loc: Leeds, England
I have invoices and receipts for everything and my initial budget in spreadsheet format. Not ready to talk about how much it cost but it is an interesting story, maybe.

If you want the tedium of reading about it then click below.
Click to reveal..

So far we've spent a few thousand dollars on assets, tools and other assorted costs and will need about the same again to complete. That's not including our time of course. Some companies will spend what we've spent in total on a launch party. Although I don't think I'll ever be able to afford ADs accumulated beer tab. We could have spent a lot more on some really cool tools, and engine source with which we could have fixed some problems. But it's out of our price range.

We're working on getting into developer programs, some companies have been better than others at replying. It's worth approaching them as they tend to have people working in them who love the hobby too. I won't mention names but I will say Naturalpoint are awesome.





Edited by Flexman (08/26/10 01:59 PM)
Edit Reason: too long
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#3081010 - 08/26/10 04:32 PM Re: Welcome to Afghanistan - A developers diary [Re: Flexman]
AD Offline
Hotshot

Registered: 10/29/01
Posts: 6230
Loc: South East Asia
Time is definitely the key cost involved in developing Combat Helo or any game/simulator. If we were working for a company rather than being independent, that company could expect huge monthly invoices. With such a massive initial time investment Combat Helo: Operation Ouroborus probably won't cover the beer tab accumulated so far.

Over the next 5-10 years the brand will grow as any brand does, and will eventually bring-in sufficient funds to allow us to work full-time without working in arrears. The wealth of experience and knowledge gained will allow sequels and DLC to be produced much faster meaning a quicker return on investment and a superior time spent:money gained ratio.

EDIT: Forgot the original question. On the art side, we bought some art assets from various websites. Most of them were decent value but almost all of them were very poor quality in terms of efficiency and organisation. They required as much time making them usable as would have been required to model them from scratch. Thankfully we built the key assets (targets, vehicles, Apache, Apache cockpit, base items, Chinook, compounds, bridges, monuments, mosques, survival gear, map items etc) ourselves else I'd still be on digital mop-up duty.

Cheers
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#3083946 - 08/31/10 04:33 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
AD Offline
Hotshot

Registered: 10/29/01
Posts: 6230
Loc: South East Asia
Note #37

The never-ending set dressing continues. This time with some smoke stacks and fuel tanks. The fuel tanks were made specifically for the airport but they work as an industrial prop. Should be fun blowing them up.







Herat now has a football stadium although the club sacked the grounds-men and the players are too scared to play.



Herat also has it's hill-top citadel, "Qal'a-ye Ikhtiyar al-Din". It is apparently built on a site 'Alexander the Great' once built a fort on.







I also painted some more novelty billboards.









Cheers
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#3083972 - 08/31/10 06:09 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
EagleEye[GER] Offline
BF3: 76_IAP_EagleEye
Member

Registered: 09/27/06
Posts: 911
Loc: Germany
Originally Posted By: AD


Wow, I like this one the most!
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#3084053 - 08/31/10 08:47 AM Re: Welcome to Afghanistan - A developers diary [Re: AD]
Scylla Offline
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Registered: 10/24/99
Posts: 7903
awesome

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#3084279 - 08/31/10 03:03 PM Re: Welcome to Afghanistan - A developers diary [Re: AD]
hannibal Offline
Member

Registered: 02/11/08
Posts: 271
hey, i have to say looking great

but this is alot of stuff for a one man operation..
its pretty amazing for what you have accomplished

for just you and who ever is helping you, why dont you concentrate on the flight model, program back end, user interface, etc..and have some kind of terrain tool, to have the community make maps or something..

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