PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum
Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: pixeljunkie on December 30, 2017, 04:44:47 PM
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Let's say someone wanted to fund a translation. Just text, not a dub
Let's say this person was offering to pay for this to happen...what kind of money would make this worthwhile? I'm just curious. I know it depends on the game. But for example's sake, let's say Dragon Knight & Graffiti.
What would be the time frame, how many people needed, projected hours and so on?
Just curious...drinking
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(http://img0.joyreactor.com/pics/post/gif-popcorn-food-1212454.gif)
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You still have time to pick up a 64oz. (or larger) beverage from the Pepsi family of soft drinks! Do it now, before the show begins!
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You'd likely have to find an unemployeed programmer and pay them an annual salary. Then hire someone to translate the script once it's ready.
Better off hiring people to make a new original game.
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yeah BT is quite right: Talk to Sam/Elmer/NW about some of the stuff they have worked on, it's not something you just do in a few hours of spare time. I was amazed at how much time goes into games with just a little bit of text.
Most people think it's something like this:
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRwGa0QVGKg3I7CKKEAMsh8yW0AXcm_SQM1teY6-X5nWTKNIK-7mQ)
ESTEBAN LE GRAFX:
(http://weknowmemes.com/generator/uploads/generated/g1375577722674260405.html)
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hahaha i forgot I even wrote this
Hindsight - totally aware of the time involved. I was more curious about motivation. I've actually worked on a couple PCE projects that fizzled. I think if people were getting PAID they would not have. I have only worked on the art side of things, which takes considerable time, but nothing compared to script/programming, honestly. As far as art is concerned I could do it in my "free time" - but I don't think the same could be said for other aspects of production.
And yes, BT is absolutely correct. Move along people - nothin' to see here.
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The problem is that if you have a fulltime job, it's difficult to work on any kind of game project other than whenever you happen to find time.
I don't know much time I spent on Henshin Engine, but I remember realizing late into development that it had already been a good 1000 hours. Several sections of background (like the Akira homage backdrop) took 50+ hours alone. Most of it was getting everything to work and the pixelart was the easiest and fastest part.