Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My 1st Million $ game was a pokemon spoof virtual pet/casual for gameboy that made 7 million in the garage.
I'm not sure what the T/D ratio's should be, but mine are pretty equal. I have two companies, one is slightly higher T, other slightly higher D, but the game scores are comperable in both my companies.
The sliders... does it help to put additional time in the sliders even if you already have enough time in them to fully develop the features you want in your game? Generally speaking, +++'s get the most time, ++'s get the second most time, but I only put juuuust enough time into them to develope the game featues, and whatever's left over I put into developing the last category. Is this a bad strategy?
My target audience has always been Young for this game type. This is also the only game type I've attempted that I haven't been able to produce at least a "7" game in.
http://i.imgur.com/25AIXhw.png
10/10/10/11 :D
You just need to have a crazy high design. Like double the design to technology.
As for ratio, you should produce for every 2 design points 1 tech points for the optimal ratio for casual games. This should be reachable with a balanced team since during the Gameplay implementation your team produces much more design points than tech points. Level Design, Graphics and Sound should be pretty much equal in point generation.
http://gamedevtycoon.wikia.com/wiki/Game_Development_Based_on_Experience/1.4.3
how did u make a 5 million dollar game in year 6? -.-
i never even had 5 million in my wallet by year 6, i had like 2 million $ on year 7 at max.
but i made a game during year 25-30 however that only got 4,5,6s from reviews, but when i sold it i earned 80 Million $ (it cost 2M to develop)
I've read that before. All my employees are specialized in their fields... and I utilize them in those fields. Maybe it's because my current game is on year 72. Seems good ratings are harder and harder to get the longer you play. I should probably start a new game, but I've been having fun piddling around on this one for 20 minutes here, 30 minutes there as I have time. I havent' seen a 10,10,10,9 game in forever, used to get them all the time. But in other game types I still get mostly 7's... except for casual.
http://s1227.photobucket.com/user/jkarrde/media/PrincessLost_zpsd32a330d.jpg.html
Probably gonna retire that company now, I've really only kept it around to try to get good ratings in the last gametype I didn't do well in. The only thing I haven't accomplished is 100 million sales of a game, and not sure I'm gonna do it with such an old team.