Where to sell my game
by Dean Ware · in General Discussion · 12/04/2007 (12:26 pm) · 8 replies
OK, I have recently completed a video game.
It is a word based arcade puzzle game. The intended audience is casual gamers including women.
Now I want to try and do a deal with a casual games publisher/distributor.
I have two questions:
Which companies should I approach?
What sort of deal can I expect?
Now, i must say that earlier in the games developement I contacted Garage games, who expressed an interest. However, they required the use of thier (I must say excellent) technology. However The Torque game Builder wasn't suitable for my game. But I tried.
So, I'm looking for other companies.
Thanks for any help.
It is a word based arcade puzzle game. The intended audience is casual gamers including women.
Now I want to try and do a deal with a casual games publisher/distributor.
I have two questions:
Which companies should I approach?
What sort of deal can I expect?
Now, i must say that earlier in the games developement I contacted Garage games, who expressed an interest. However, they required the use of thier (I must say excellent) technology. However The Torque game Builder wasn't suitable for my game. But I tried.
So, I'm looking for other companies.
Thanks for any help.
About the author
#3
Just my opinion.
12/05/2007 (10:45 am)
No offense, but TGB is suitable for any 2d game. It works with many, many genres just through scripting, and if you for some reason cant do that, then you could always work with the source code, if you buy it and actually give it a chance.Just my opinion.
#4
I did try to do my game with TGB. And I agree, its a mightily impressive piece of kit, in almost all cases it reduces the programming burden of createing a 2D game enormously.
However, in my case the collision detection/handling just didn't work in the way I needed. TGB seems to handle collisions by moving the objects to thier new positions then seeing if they overlap, if they do it goes to the collision handling routines.
This is a standard method and works well in most cases, but I knocked up a quick demo in TGB and it just didn't work the way I needed.
Now, I did consider adding my own collision handling techniques into TGB as you suggest. It was tempting as TGB brings so much else to the table. But in the end I decided that that rewriting TGB was just too much work.
I must say that before coming to Garage Games I had written 75% of the code I needed, and that if I had just been starting out and seen TGB before I had done all that work, i would probably have used it.
12/05/2007 (11:13 am)
Thanks Neil,I did try to do my game with TGB. And I agree, its a mightily impressive piece of kit, in almost all cases it reduces the programming burden of createing a 2D game enormously.
However, in my case the collision detection/handling just didn't work in the way I needed. TGB seems to handle collisions by moving the objects to thier new positions then seeing if they overlap, if they do it goes to the collision handling routines.
This is a standard method and works well in most cases, but I knocked up a quick demo in TGB and it just didn't work the way I needed.
Now, I did consider adding my own collision handling techniques into TGB as you suggest. It was tempting as TGB brings so much else to the table. But in the end I decided that that rewriting TGB was just too much work.
I must say that before coming to Garage Games I had written 75% of the code I needed, and that if I had just been starting out and seen TGB before I had done all that work, i would probably have used it.
#5
12/05/2007 (11:22 am)
So what did you end up using?
#6
I got the same question as Kevin.
12/05/2007 (11:35 am)
I agree, if you have a game already being made switching to something and rewriting all the engine code is useless. I got the same question as Kevin.
#7
Basically CDX is a DirectX wrapper library. It has three main functions. A blitting engine for thee graphics, a sound library and input handling.
GG told me they found the concept to have merit, but required I use thier tools.
I spent a week or two trying out TGB and ran into the problems I described above.
It was around this time that I discovered HGE (HAAF's Game Engine). This is a pretty nifty engine that uses hardware acceleration to give awesome perfomance with drawing sprites, rotations, alpha and scaling (as does TGB btw).
As it was written in C++ too I switched over to using that.
For the sound I used a free library called audiere. Which does everything I need (playing MOD files for the music and ogg for the effects).
having said all that, if I was starting out from scratch i would use TGB. It would have been a no brainer in that instance.
12/05/2007 (11:41 am)
Well, when i approached Garage Games with my demo (about a year ago now) it was written in C++ using a "game engine" called CDX.Basically CDX is a DirectX wrapper library. It has three main functions. A blitting engine for thee graphics, a sound library and input handling.
GG told me they found the concept to have merit, but required I use thier tools.
I spent a week or two trying out TGB and ran into the problems I described above.
It was around this time that I discovered HGE (HAAF's Game Engine). This is a pretty nifty engine that uses hardware acceleration to give awesome perfomance with drawing sprites, rotations, alpha and scaling (as does TGB btw).
As it was written in C++ too I switched over to using that.
For the sound I used a free library called audiere. Which does everything I need (playing MOD files for the music and ogg for the effects).
having said all that, if I was starting out from scratch i would use TGB. It would have been a no brainer in that instance.
#8
IA is technology neutral, though the bar for entry may be rather high for the extra bling on launch.
12/05/2007 (12:56 pm)
Interesting that you were required to use GG tech. That's not usually a requirement, though it does make the support process much, much easier.IA is technology neutral, though the bar for entry may be rather high for the extra bling on launch.
Torque Owner Kevin Summers
they are looking for more casual games to add to that area of their business,
and it doesn't have to be written with Torque to be usable for IA.