$250,000 BUDGET - WHAT'S POSSIBLE?
Posts
Pages:
1
Hi all,
I am completely new to RPG Maker, have done a few hours research before posting here, so forgive my ignorance.
I have a budget of USD 250k and a timeline of 1 year for creating a 10 to 15 hours story-driven RPG (think Chrono Trigger but less complex/shorter). Tight main story, just a few sidequests. It has to look and sound beautiful.
This is for a commercial project for a crypto project consisting of old school RPG fans.
This is the style I'm looking for. https://www.youtube.com/channel/UCo5RcXyz5Nt2rJe2OApZm_Q
- First of all, is that budget realistic at all? I guess it would need to be done by a team of at least 4 people, more or less full-time.
- If so, how to best approach that? Are there studios that do contract work like this or am I better off hiring all the staff one by one and forming my own studio basically?
- I also thought about acquiring a current game in development (that maybe ran out of funding) and building on top of that. Basically enabling the founder to continue work on the game, I've seen quite a few cases where development stopped because lack of funds.
If anyone could point me in the right direction, would be greatly appreciated.
I am completely new to RPG Maker, have done a few hours research before posting here, so forgive my ignorance.
I have a budget of USD 250k and a timeline of 1 year for creating a 10 to 15 hours story-driven RPG (think Chrono Trigger but less complex/shorter). Tight main story, just a few sidequests. It has to look and sound beautiful.
This is for a commercial project for a crypto project consisting of old school RPG fans.
This is the style I'm looking for. https://www.youtube.com/channel/UCo5RcXyz5Nt2rJe2OApZm_Q
- First of all, is that budget realistic at all? I guess it would need to be done by a team of at least 4 people, more or less full-time.
- If so, how to best approach that? Are there studios that do contract work like this or am I better off hiring all the staff one by one and forming my own studio basically?
- I also thought about acquiring a current game in development (that maybe ran out of funding) and building on top of that. Basically enabling the founder to continue work on the game, I've seen quite a few cases where development stopped because lack of funds.
If anyone could point me in the right direction, would be greatly appreciated.
Can't comment on much else, but if you're going for a 3D pre-rendered stuff, I don't think it'd be too difficult.
Blender 3D artists are notorious for being kind of shit but there's no shortage of tutorials for nature or Medieval scenes. Even if you didn't want to do it yourself, it really shouldn't be too hard to find someone who can make you stuff like this:
it's also possible to shoot me 5k of that budget :)
but seriously, are crypto games even feasible? Everything I've read on them says they are not.
but seriously, are crypto games even feasible? Everything I've read on them says they are not.
It's not a crypto game, the community / funding just comes from there.
Im also not a fan or those games and they are all very boring so far. This is a classic single player RPG.
Please keep the answers coming, I am having a very difficult time finding creators.
Also not interested in the 3D stuff posted above, it should have a classic 2D pixel look.
And we can pay you that $5k if you can join the team of course.
Im also not a fan or those games and they are all very boring so far. This is a classic single player RPG.
Please keep the answers coming, I am having a very difficult time finding creators.
Also not interested in the 3D stuff posted above, it should have a classic 2D pixel look.
And we can pay you that $5k if you can join the team of course.
People with that kind of money don't use RPG Maker. They hire some people who know how to use Unity or Unreal Engine and make any game they want.
Other than OMORI, I don't think I've ever heard of an RPG Maker game that had a 6-figure budget. Most games with that kind of spending power use more advanced engines. Many of us on this site are hobbyists with small budgets, or oftentimes none at all, so it's kind of hard for me to wrap my head around this level of ambition.
I can't really offer much in the way of financial or business advice, but I imagine if you have a quarter million to spend, you're likely looking for a much bigger return than that. I will be honest and say that will be very difficult to achieve in today's RPG Maker scene and unless you can find a level of success like the aforementioned OMORI, you might want to consider looking for a game using a more advanced engine.
I can't really offer much in the way of financial or business advice, but I imagine if you have a quarter million to spend, you're likely looking for a much bigger return than that. I will be honest and say that will be very difficult to achieve in today's RPG Maker scene and unless you can find a level of success like the aforementioned OMORI, you might want to consider looking for a game using a more advanced engine.
Make sure whatever engine you pick is capable of exporting to Switch, if you hope to recoup any of that investment.
Hi, we don't need to make any return on the game, it is just for our small community primarily.
I know this must sound crazy but the crypto world works a bit different.
What I have seen so far, RPG Maker would be sufficient for our ambitions and I was hoping that the budget would enable us to make one of the best/prettiest looking games.
Again, if you can direct me into the direction of any names, would be greatly appreciated. I did not know that budget is already sufficient for other engines, so I might also have a look there.
I know this must sound crazy but the crypto world works a bit different.
What I have seen so far, RPG Maker would be sufficient for our ambitions and I was hoping that the budget would enable us to make one of the best/prettiest looking games.
Again, if you can direct me into the direction of any names, would be greatly appreciated. I did not know that budget is already sufficient for other engines, so I might also have a look there.
Monetary budgeting aside, I am honesty not sure if one year of development time is sufficient to make a 10-15 hour game. I can only speak of my own experiences on this matter, and I've only ever worked alone. However, what I have gleaned from those experiences is that I struggle to make anything over 3 hours of play-time, and the longest game I've had in development was within a period of about 2 years.
As for what people I could suggest, the description within the OP suggests the project's focus on graphics and music/sound. The names on this site that pop into my head would be Ocean, Avee and JosephSeraph for graphics, with maybe jasprelao, titanicpiano and Vieramig for music.
*Edit: Call me a little curious/suspicious, but, what's your position in this project, exactly? Do you have any experience in making games?
As for what people I could suggest, the description within the OP suggests the project's focus on graphics and music/sound. The names on this site that pop into my head would be Ocean, Avee and JosephSeraph for graphics, with maybe jasprelao, titanicpiano and Vieramig for music.
*Edit: Call me a little curious/suspicious, but, what's your position in this project, exactly? Do you have any experience in making games?
I spent 17 days on Hellion in RM2k3 and built a huge bulk of the game and systems. (then it went on a long hiatus and I picked away at it slowly, then finished it in another furious few weeks). It is an 8 hour-ish game. Generica was built in 10 days start to finish. It's about 5 hours. Hero's Realm did take 3 "years" (and the remaster 5 years (so far)) but again it was bursts of development with months-long hiatuses. It's a 20-25 hour game.
1 year is doable if one can dedicate devoted time to it.
1 year is doable if one can dedicate devoted time to it.
Marrend
I am honesty not sure if one year of development time is sufficient to make a 10-15 hour game.
Gonna hard disagree with this. There are several people on this site that routinely make four to six-hour games in less than a month that are relatively well received. Honestly, 15 hours in a year seems really easy to me, especially if I've got a team behind me and all I have to do is make the game and not have to worry about scripting, music, and graphics. And that's the thing about $250,000; it's no longer a hobby, at that point. It's a job. Upfront payment followed by a weekly or monthly salary and a final payment on delivery of product.
On the one hand, I agree that if you've got a six-figure budget, a more advanced engine is usually what most people will go with, but if you want something that looks like Chrono Trigger, RPG Maker will definitely do you. RPG Maker's limitations, while a lot harder than more advanced engines, can still be completely broken. I mean, completely. For example, Kazesui makes true 3D environments in RM2K/3. So, even though it wouldn't necessarily be my first recommendation with that kind of budget, I still see nothing wrong with using an RPG Maker for this.
Personally, for a team, I'd recommend a dedicated developer (scripting and eventing), a writer, a graphic artist (I recommend having this person additionally do the in-engine mapping instead of leaving that to the developer), and a musician.
Overall, though, if you're looking for either a team or a dead project to resurrect, you're in the right place. I'll personally throw my hat in the ring for the writer slot. I'm currently writing Nihilo (chapter 1 was written by NTC3. I'm writing everything onward. The demo goes to the end of chapter 2, so you can see my writing there. I've also got several other games that I feel showcase my writing well. My best examples are A Most Inconvenient Evening, Age of Myth, Decline, Mechanima, The Alchemist and the Owl, and Vega Legacy.). Nihilo is made in RM2K3 and that's so system broke, you can't even tell, so yeah, any RPG Maker will serve you for a top-down old-school RPG.
author=pianotm
There are several people on this site that routinely make four to six-hour games in less than a month that are relatively well received. Honestly, 15 hours in a year seems really easy to me, especially if I've got a team behind me and all I have to do is make the game and not have to worry about scripting, music, and graphics.
I'm aware of users that make multi-hour-long games in the space of about a month. Such users also have been working with RPG Maker for decades. With this project, I have no idea where the skill sets of this project are. Hence the question(s)...
...what's your position in this project, exactly? Do you have any experience in making games?
Ideally... realistically.... it's impossible to math it out. I would not use simple game jam games from solo devs using off the shelf assets as a measuring stick for larger complete games, they're just fundamentally different. Things can multiply or get out of hand with bad management or multiple people, or if the project is vaguely ambitious enough that you can't lay it out in JIRA tickets. The OP is extremely vague about whether they want straight up Chrono Trigger (combat and all) or a really basic 5/10 Dragon Quest clone with Chrono Trigger graphics (or whatever's referenced).
The problem is generally lining up production so that the level designers/map makers can make the content by the time art is shuffled in, and you aren't constantly sending back revisions and changing things. Depending on how easily satisfied you are and aren't asking for the world. By Chrono Trigger you mean the battle system? Because someone's likely have to script that (or find an existing plugin) and that will push back the content creation back more. Mappers will also need to talk to whoever is designing the battles, or be the same person. If anyone has to work with each other directly, that creates a huge question mark in how efficiently content can be made.
The content would have to be very town->dungeon->boss->town and made like kraft dinner over and over to be easy to estimate. I'm assuming there's no fishing mini game, no potion/crafting system no weird attention to detail bullshit, no giant dragon setting a town on fire crazy setpiece or anything super animated that can't be done with charsets hopping around and bumping into each other. Each additional thing you add is going to require more complexity or at least cooperation between team members of how best to put it together. Without those things I'd say 250k is likely overbudget unless the game is going nowhere and you need to keep people employed to keep making stuff because you can't make up your mind on what you want from day 1.
tldr: I'd be very specific about what you want for any estimate from any of us to be helpful. Money can't solve bad direction or management.
The problem is generally lining up production so that the level designers/map makers can make the content by the time art is shuffled in, and you aren't constantly sending back revisions and changing things. Depending on how easily satisfied you are and aren't asking for the world. By Chrono Trigger you mean the battle system? Because someone's likely have to script that (or find an existing plugin) and that will push back the content creation back more. Mappers will also need to talk to whoever is designing the battles, or be the same person. If anyone has to work with each other directly, that creates a huge question mark in how efficiently content can be made.
The content would have to be very town->dungeon->boss->town and made like kraft dinner over and over to be easy to estimate. I'm assuming there's no fishing mini game, no potion/crafting system no weird attention to detail bullshit, no giant dragon setting a town on fire crazy setpiece or anything super animated that can't be done with charsets hopping around and bumping into each other. Each additional thing you add is going to require more complexity or at least cooperation between team members of how best to put it together. Without those things I'd say 250k is likely overbudget unless the game is going nowhere and you need to keep people employed to keep making stuff because you can't make up your mind on what you want from day 1.
tldr: I'd be very specific about what you want for any estimate from any of us to be helpful. Money can't solve bad direction or management.
Creating original assets from scratch is, by far, the BIGGEST time allotment in making an RPG. I feel like a year would be needed just to make those assets, even working full-time. That includes the direction and animation for things like special attacks.
I kind of agree with the person asking this question... $250,000 divided between four or five people working full time is like a normal full-time job with decent pay for 2022, a typical small-studio amount in a world where AAA video games now have dozen-million dollar budgets with bespoke engines. So, RPG Maker would be good to save time on the engine, so you all can just start making custom graphics and animations, and everything else the game actually is.
But yeah, I'll echo the others and Darken above me in stating that planning will be paramount, if you want to meet the time limit. It might be good to have a whole design document ready before you even seek to hire people, so, after the hiring is done and the clock starts ticking, you can just look at a list of what needs to be done, then get to work.
Beware... Time will pass quickly!!
I kind of agree with the person asking this question... $250,000 divided between four or five people working full time is like a normal full-time job with decent pay for 2022, a typical small-studio amount in a world where AAA video games now have dozen-million dollar budgets with bespoke engines. So, RPG Maker would be good to save time on the engine, so you all can just start making custom graphics and animations, and everything else the game actually is.
But yeah, I'll echo the others and Darken above me in stating that planning will be paramount, if you want to meet the time limit. It might be good to have a whole design document ready before you even seek to hire people, so, after the hiring is done and the clock starts ticking, you can just look at a list of what needs to be done, then get to work.
Beware... Time will pass quickly!!
That's a very interesting topic that hasn't been discussed often here.
Going for a crypto game when your target audience is a small community that you're already a part of seems like an odd choice to me: You mention that you're not looking to make any return on your investment, yet crypto games' main objective is to attract and keep a large number of players. Most of your budget would normally be spent on promotion, advertising the game to attract new players.
If that's not the case, what's in it for you?
By the way, just to be sure, do you plan on paying your development team with cryptocurrency or real money?
The kind of game you're looking for is certainly possible to make within a year and within that budget, as long as you hire experienced and trustworthy people and pay them a decent salary, preferably once a week.
But I have to mention that Chrono Trigger features 16-bit pixel art, and the reference videos you've shared feature 32-bit pixel art enhanced using photo editing software. There's a huge difference between the two styles, and that will be reflected on production time and costs.
It would be helpful to know more about what kind of project you have in mind.
Will you design the game yourself, writing all the production documents to guide your team?
Or would you prefer to hire a game designer that will handle all of that?
In that case, your next step might be to ask people to pitch their ideas and select your favorite. Or you could also play some of the games you can find here, identify your favorite game designers and make them a business proposition.
Going for a crypto game when your target audience is a small community that you're already a part of seems like an odd choice to me: You mention that you're not looking to make any return on your investment, yet crypto games' main objective is to attract and keep a large number of players. Most of your budget would normally be spent on promotion, advertising the game to attract new players.
If that's not the case, what's in it for you?
By the way, just to be sure, do you plan on paying your development team with cryptocurrency or real money?
The kind of game you're looking for is certainly possible to make within a year and within that budget, as long as you hire experienced and trustworthy people and pay them a decent salary, preferably once a week.
But I have to mention that Chrono Trigger features 16-bit pixel art, and the reference videos you've shared feature 32-bit pixel art enhanced using photo editing software. There's a huge difference between the two styles, and that will be reflected on production time and costs.
It would be helpful to know more about what kind of project you have in mind.
Will you design the game yourself, writing all the production documents to guide your team?
Or would you prefer to hire a game designer that will handle all of that?
In that case, your next step might be to ask people to pitch their ideas and select your favorite. Or you could also play some of the games you can find here, identify your favorite game designers and make them a business proposition.
With your budget maybe possible to hire people to help you out and it would be more easier if you already planed the game system and such. Just my opinion, 1 year with that original great quality sound, music, graphic and also 10 to 15 hours storyline? I don't know man but that's sounds like a rush work to me.
Like everyone said, I think you better give us more information about your game that would help a lot as well. People will excite about your game and see if it possible to create stuff for you then they will come to help.
Like everyone said, I think you better give us more information about your game that would help a lot as well. People will excite about your game and see if it possible to create stuff for you then they will come to help.
Pages:
1


















