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Help Budgeting An Idle Game


Devy
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Hi guys,

I'm planing to hire a freelance developer to build a "MVP" (don't really like that buzz work but hey) of an Idle Game built in Pixi.js

Before negociating something, I wanted to ask the pros in this forum beforehand so I have a better idea of what's required for this project.

I'm looking to build a game à la Adventure Capitalist: pure idle (no clicking required).

I will ask the developer for the core functions, allowing me to then enhance the code to my exact needs (hence "MVP").

Which leads me to those functions:
- Visual Preloader
- Adaptive Screen Resolution or "responsive interface" (portrait mode, loading different sized graphic assets according to user's device)
- Game Core Loop (auto increment values according to some variables loaded via a Json config file)
- GUI updates (text updates on screen with the game core loop)
- Some clickable buttons placed appropriately on the screen (again according to user's device)
- A "shop" to spend coins for upgrades

That's all I can think of.

- How much working days you think are required?
- According to you, what's a fair budget for this (fair for the developer I mean)?

Thanks for you help!

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Moved to jobs, left the link in our subforum.

Usually all people who have achievements in pixijs are busy, so it'll be hard to find.

I see two alternatives:

1. hire someone who knows that stuff per-hour and you sit with him together.

2. Try to make a plan and budget

Some clickable buttons placed appropriately on the screen (again according to user's device)

Adaptive Screen Resolution or "responsive interface" (portrait mode, loading different sized graphic assets according to user's device)

And that's why if you want to make a budget you need a graphics designer - its impossible to make a contract with that stuff. Only if you already have all assets or at least low-res shit and layouts for all scenes and devices are documented.

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13 hours ago, Devy said:

- Visual Preloader
- Adaptive Screen Resolution or "responsive interface" (portrait mode, loading different sized graphic assets according to user's device)
- Game Core Loop (auto increment values according to some variables loaded via a Json config file)
- GUI updates (text updates on screen with the game core loop)
- Some clickable buttons placed appropriately on the screen (again according to user's device)
- A "shop" to spend coins for upgrades

That's all I can think of.

I'm currently scoping a high-retention idle / incremental game-engine for some client work, and imo the above list doesn't scratch the surface of a game like "Adventure Capitalist".

Pixi and UI design aside there are multiple core game systems to consider, and only a few are genuinely trivial.  Perhaps these are the "enhancements" you wish to personally expand later, but you may do better to include more in the initial design and foundation?  Also consider the requirement to "test" the game economy without exhaustively playing ... i.e. lots of statistical analysis on where the overlaps of upgrades, ranks and yields occur (much of the game design for a successful idler will be from a spreadsheet).

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Thanks @ivan.popelyshev

Since this is now in the jobs section, I'm open to take offers from freelancers for this project.

Notes:

- I already have the graphics elements (with appropriate sizes/ratios/pixels res for all major devices)
- I have the complete Maths ready as mentioned by @b10b in a spreadsheet, it's the one from Ad Cap, but it needs to be integrated in the code itself (and loaded via a Json config file). This is not a huge problem, as long as you specify where in the code I should use the formulas, I'll be able to update it myself.

So yeah, open to proposals.

Thanks!

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