I know that I will say it will be strange....but I don't want Brain Drain as a DLC Character.
I want him as the main villain in Skullgirls 2!
He look simple so badass to be just a simple DLC to me.
Legion said:I originally read that as $250 and was wondering what was so bad considering animation, tools and so on, but Christ.... how the hell can they justify that kind of cost?SweetShark said:A Skullgirls Character Cost $250k Each To Create!!!
Holy Molly Makarony!!!! This is a lot of money!!!!
Mr.K. said:Well this is absurd, I don't mind people supporting them but don't come in with those sort of bullshit numbers, if the company is in trouble or something that is fine just don't bloody lie when you are asking people to trust you.
Desert Punk said:250k a character is insane.
They need to find a way to cut costs somewhere because there is no way a character like these should cost that much to put together.
I suggest everyone who's like "uhhh that's a lotta monneeey" read this article here: http://www.giantbomb.com/articles/the-little-fighting-game-that-could/1100-4587/xPixelatedx said:And this is exactly why we might see another game crash in our lifetime... what utter, useless industry bloat. Entire games used to be made on budgets like this. I know people making original mugen characters, sprites and all, for free. Of course I don't expect them to make Skullgirls characters for free since this is a product, but the point is should it really cost $250k for something one person could do in their basement? Not blaming the dev team or calling them liars, I am sure that IS how much it costs, but should it? Where exactly has the system failed?
I don't think it's hitboxes for one single character. I think they have to make Squigly's hitboxes, then see, adjust, and tweak how every single existing character already in the game does against those hitboxes. Then, they have to take Squigly and see what her moves will do against all the existing character's hitboxes as well.rhizhim said:you are right. especially when they list 2000$ only to apply hitboxes correctly.xPixelatedx said:snip
thats lunatic. for one single character.
A thousand times this. On a volume basis (i.e. how much content we're talking about) fighting games require more and more stringent testing than pretty much every other genre out there. This is due to both the complex interactions between the characters but also because simple fuckups can ruin a game. I direct your attention now to exhibit A...aka what happened to me last night while playing 'Just Cause 2':sarahvait said:I don't think it's hitboxes for one single character. I think they have to make Squigly's hitboxes, then see, adjust, and tweak how every single existing character already in the game does against those hitboxes. Then, they have to take Squigly and see what her moves will do against all the existing character's hitboxes as well.rhizhim said:you are right. especially when they list 2000$ only to apply hitboxes correctly.xPixelatedx said:snip
thats lunatic. for one single character.
Unless that's what you already meant. But yeah, I would read the GiantBomb article. Several people who are involved with big name fighting franchises have stated that what Lab Zero is asking for is quite reasonable, if not actually lower than expected.
From what I've read from the website, it looks like Big Band belongs to the Lab 8 group as well.SweetShark said:snip
Say what you will, their breakdown only leaves about $30,000-$35,000 that anyone could argue over. They're only paying their staff $15/hour, and it adds up to $50,000. They need to make and ship rewards, they need to pay their fees, they need people to test their game (it's a fighting game so the testing needs to be very thorough). There's hardly any wiggle room in that breakdownxPixelatedx said:You immediately answered your own question. It shouldn't take hundreds of people to make a single character. I know someone who made an entire game recently and I would argue that it seems to have as much work put into it as a game like Street Fighter 4. Guy's name is Dean Dodrill and this is the game:
http://en.wikipedia.org/wiki/Dust:_An_Elysian_Tail
If all the in-game assets he made really cost as much to make as people are saying, It must have cost him $100'000'000+ to make this game. It didn't, because he made them by himself. If a single person can make a game of this caliber, you don't need so many for a single Street Fighter character. Oh, and for the record, many of the in-game sprites for the main protagonist and enemies look on par with blaz-blue and Skullgirls (even if the character banter cinematics are lacking).
I am simply saying we have created a very inefficient system that is very unsustainable. It would be one thing if Street Fighter 4 was a giant MMO or something done with the scope and caliber of Mass Effect. But come on, it's Street Fighter. You can basically see everything the game has to offer (literally) within nearly an hour or two (every background/character/move).
http://www.neogaf.com/forum/showpost.php?p=48498564&postcount=489Exactly, most people are completely clueless at the amount of manhours it takes to make this stuff. I'm afraid to tally up how much it would have cost to develop my game if I hadn't done it myself.
Yeah, maybe, but Lab Zero isn't Capcom. That why they ask their fans to help them with their problem they have.RaikuFA said:Couldn't they just do a rerelease with a move nerfed? Like Skullgirls Punchy edition?
That should give them the money they need. Capcom pulls it all the time.