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Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
I really like this thread concept.

I design assorted skirmish games and hope to actually feel confident enough to sell them to people, but I really get worried about their reception and out it off because I get really perfectionistic.

My current projects are:
  • Gutterpunk: A sort of Mordheim clone designed to be mini-agnostic, as well as avoiding the bottlenecks and issues of campaign-style skirmish games. Basis is an infinite city of possible histories and futures that is experiencing multiple simultaneous apocalypses and is being looted by various inhabitants. Suggested warbands include socialist ratpeople, city goblins, fungal undead, rebelling clockwork robots, and elves trying to revive their god who was killed by the City existing. Currently doing layout and pictures, plus fiddling with the campaign system.
  • Untitled FPS Project: Single-model, card based game designed to mimic the feel of stuff like Doom and System Shock.
  • Magical Girl Game: Dumb bet game. Control a magical girl and defeat oddly-themed monsters using a tarot deck. Literally a single page.

I’m also a (terrible) freelance miniature sculptor in the traditional/pushing around putty sense. Mostly been commissioned for one-off stuff, but it’s fun and I need to work on selling it better.

If you can’t tell, I’m really not confident in my abilities as a writer or artist despite the work I’ve put in, so for actually-properly-releasing-stuff people: how do you get over that? It’s not criticism that’s the issue, as one of my volunteer editors is good at harsh-yet-effective criticism, but just a kind of block like “no one could ever possibly enjoy this, so why bother releasing anything?”

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Hedningen
May 4, 2013

Enough sideburns to last a lifetime.

Elblanco posted:

Thanks guys! I'll probably copy all this into the other thread too.

So I have an idea for a Robot fighting game that I'm currently calling Mecha Melee. It would mainly be 1v1 gameplay with each player building a robot model out of pre-magnitized parts. They would also have a small board with cards also showing the abilities and stats, as well as being used to represent when weapons and abilities have been used. This board I'm calling the control panel. The game is played on a 3 foot by 3 foot play space with movement being measure with a ruler or measuring tape.

Overall I'm trying to make a game with customization robot model that fight, kind of a tabletop interpretation of the Custom Robo series of video games.

In theory I want them to be 6 or so inches tall, and be able to swap parts so you have your own robot to play. My big concern is that if I ever get to a point where I can produce the game, would this even be possible? I feel like it would require sacrificing detail of the parts, or size or material quality.

I know it probably sounds weird that I'm nowhere near printing anything, but I would at least like to invest a ton of time and energy into making a game that can feasibly be printed one day.

I can answer this, as I’m technically on the miniature creation side of things by taking the time to try and become an actual miniature-making professional.

So, you’re looking at three separate expenses right now: design, tooling and moldmaking, and production.

Design-wise, I’m more familiar with traditional sculpting, where my understanding of the industry standard for full reproduction rights and the original greens is generally $5-10/mm (150 - 300 for your average 28mm-scale mini), depending on artist. Digital rates are a field I’m unfamiliar with, but you can probably ballpark that for your models for each complete robot (legs, torso, arms, head). This is for the design stuff, and working with any artist, understand what you’re asking for, timelines, revisions, etc. The rates are also assuming you’re working with someone that has miniature design experience, which I would definitely recommend. I would say digital is pretty essential for this kind of project, especially if you want any kind of distribution.

Tooling and moldmaking is how you put this in production. As you sound like you want to do injection molding for your parts, know that this is really expensive. If you’re fine with higher per-unit costs, you can work with traditional casting companies and do it in resin or metal more cheaply, but that’s harder for the consumer. I love the idea of this, but it would be hilariously expensive to get a physical run built out with decent detail and enough variation to justify the part-swapping elements.

Thankfully, we have 3d printing coming up now, and that turns this from “requires Hasbro-cash to match your vision” to “possible with a good demo and initial rollout”. So, what you’d need there is files designed for printing them, plus instructions on how to add magnets to them so that parts are legitimately easy to swap out. This makes material distribution much easier, although you’re now vulnerable to :filez: if you’re charging for model packs. Look at some of the stuff Gaslands led to in the 3d printing realm for game parts for an idea of where this can go.

As far as design - is this more of a boardgame or wargame/miniature game? The expected detail and hobbyist time changes depending on that answer.

Oh yeah - as a final point, would indicating my work in miniature design be cool in this thread? I’m available for freelance miniature sculpture and design, and while it’s a bit more physical than other elements in here, it kinda fits?

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