Where it may be possible to just tweak and rebrand a lot of casual games (especially the time-management and hidden object ones), doing kudos 2 involved massive changes, with almost all the source code for the game being totally rewritten from scratch. People sometimes assume that making a sequel is quick, or easy, and that it often just involves a bit of a re-skin of an existing game. Kudos 2 is a sequel to my own life-sim strategy game of the same name. That is quite alot of sales, especially if you live in the stupidly expensive UK and drink lots of wine. For the game to be a financial success, it will have to make the equivalent of 10 months salary over it's lifetime. It would take approximately 10 months to make it, working from home full time, and involve 1 in-house tester, 2 artists and 1 sound guy. On 9th january 2008 I started writing the source code for my latest game ( Kudos 2).
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