Hi Folks,
Tom said he worked 20 hours per week and it took about 100 weeks totaling 
2000 hours.
That is almost exactly what me and Carl calculated we spent on our DOS 
games.
But with two single guys each working about 80 hours per week that was 160 
hours per week total it usually took us about 12 weeks to finish a game.
So living with your parents who did the cooking, cleaning, shopping, mail 
reading etc. does make a big difference in the hours you can spend on game 
development.
Phil

----- Original Message ----- 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, June 01, 2006 7:24 PM
Subject: Re: [Audyssey] New Blind Adrenaline game survey


> This sort of insight is very interesting to me.  Thanks for sharing. 
> Maybe
> it will give gamers some idea of why there aren't more games than there 
> are?
>
>
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Thursday, June 01, 2006 2:04 PM
> Subject: Re: [Audyssey] New Blind Adrenaline game survey
>
>
>> Hi, Ron.
>>
>> Ron Schamerhorn wrote:
>> This brings to mind one interesting question for the devs here.  How long
>> would you say it takes for a game from concept to finished product?
>> End Quote
>>
>> Well, allot depends on how much time the developer has to work on the
>> games without the rest of life such as family, work, holidays, etc.
>> Another factor to look at is complexity involved. A strategy game takes
>> much longer to code than a arcade shoot-em-up just because the AI has to
>> be fine tuned, and there is lots of situations to look at.
>> As a developer I can give you realistic time frames of what I was able
>> to do. In general I spent about 20 hours a week on coding my games. Of
>> course, that number is flexable as I had allot go on this past year that
>> bounced that number around some, but average was say 20.
>> I began Final Conflict in May 2004. It is now June 2006, and it is just
>> drawing to a conclusion for 1.0. So just over 2 years on that project
>> alone. Some of the delays were experimentation, rewriting entire
>> sections of code I messed up on, etc plus I  wrote and rewrote the AI
>> many times to get it to the level it is now.
>> Montezuma's Revenge however is moving at light speed compared to STFC. I
>> began rewriting the engine from scratch on March 7 2006 and less than
>> three months I have the first level completed, and about ready to test.
>> The other levels should go allot faster as the basic engine is there,
>> and probably needs some shake down. I can easily see it being finished
>> in less than a year. Say 8 months from start to finish as long as I am
>> able to continue at current rate.
>> Games like Raceway will take much longer do to the math and physics
>> involved in the engine. James North fortunately has allot of the code
>> there in one form or another, but he had one engine, rewrote it partly
>> in another language, and I will likely do a from scratch rewrite on it,
>> which will take longer to get it all on the same page. It's a mess to be
>> frank about it.
>> In short your answer depends on complexity. Say 6 to 8 months or less
>> for a arcade shoot-em-up and longer for simulation games and strategy
>> style games.
>>
>>
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>
>
>
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